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Answer by IvovdMarel

Had the same issue, restarting Unity seems to fix it for a while but it keeps on coming back... wtf?

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Answer by IvovdMarel

Hi John, I recommend using a tween engine such as DOTween (my favourite and it's free!) or iTween. Very easy to customize and tweak through code or the inspector.

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Answer by IvovdMarel

Besides the methods of a list starting with uppercase (Add, Remove) I see nothing wrong with this code. It should work. However, this might be a better approach: To get the surrounding objects of any...

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Answer by IvovdMarel

Although I agree it has been answered many times - it's not always correct, so please find the correct approach here: if (GetComponent().GetCurrentAnimatorStateInfo(0).IsName(“Attack")){ print("Playing...

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Answer by IvovdMarel

Although I am not sure if this answers your question, but if your crabs are using the same animator, but different animations, I recommend creating two crab prefabs (one for each animation setup),...

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Answer by IvovdMarel

The public float speed is defaulted to 0, but can be set in the Unity inspector. Note: changing the value in code won't do anything, make sure you change it in the inspector!

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Answer by IvovdMarel

I recommend not using a for-loop, but instead use InvokeRepeating. Example: int nCardsToPush = 5; void Start () { InvokeRepeating("PopCard", 0, 0.5f); } void PopCard () { if (nCardsToPush > 0) {...

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Answer by IvovdMarel

The 'Trigger' refers to a parameter that you have create in your animator. Go to Window > Animator In the top left corner you will see both 'Layers' and 'Parameters' Click Parameters Click on the...

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Answer by IvovdMarel

Using Dictionaries to read out JSON objects is very common but it's much easier to serialize it to a struct or class (which is also built-in to Unity using JsonUtilty.FromJson and JsonUtility.ToJson)....

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Answer by IvovdMarel

'Highlighting' is a pretty vague term, but if you'd like to instantiate something like a particle system where you clicked (or a light, anything really) you'll need to use Raycast. RaycastHit hit; if...

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Answer by IvovdMarel

Yes, it is possible to do bone animation and position / scale tweens through the Unity Animation window. However, compared to Flash, this is definitely quite limited. There are a few plugins that make...

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Answer by IvovdMarel

Using KISS principles, you could parent your Camera to another GameObject, that is placed on your floor. When you select the unit, move the parent GameObject to the selected unit. The camera offset...

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Answer by IvovdMarel

You could use Unity's OnValidate method, which will run every time values have changed in the inspector. https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnValidate.html Simply check...

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Answer by IvovdMarel

The best way to get around this is to use audioSource.PlayOneShot() as opposed to audioSource.Play(). Keep in mind that PlayOneShot requires an audioClip parameter, so you should make a public...

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Answer by IvovdMarel

Keeping it simple: How about you create an Empty GameObject, parent the flashlight to it, and rotate it locally?

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Answer by IvovdMarel

You can store the child's global rotation into a temporary variable. Quaternion childRotation = child.rotation; parent.localRotation = newParentOrientation; child.rotation = childRotation;

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Answer by IvovdMarel

You are using Renderer.material.color as opposed to renderer.material.color Actually, you should use `GetComponent().material.color` Also, please keep in mind the following things: - When posting a...

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Answer by IvovdMarel

You must have missed something somewhere. Environment Lighting: Intensity Multiplier should be 0 Environment Reflections: Intensity Multiplier should be 0 Make sure there are no lights in your scene If...

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Answer by IvovdMarel

You should look at https://docs.unity3d.com/ScriptReference/Collider.ClosestPointOnBounds.html or just https://docs.unity3d.com/ScriptReference/Bounds.ClosestPoint.html

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Answer by IvovdMarel

The error you are receiving also explains how to fix it (although I understand why it is not obvious when you read it). Consider to store it in a temporary variable: Vector3 pos = transform.position;...

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