Answer by Foose
Hey. I don't know if you actually handled your problem now because it's been a while since you have asked. I pretty much had the same problem and I have to say I am a programming noob, but I finally...
View ArticleAnswer by Foose
you can simply delete the sample asset folder in your project files and add the asset with the character controller again. Please explain what error exactly this is
View ArticleAnswer by Foose
The best option is to make your object a rigidbody that behaves under physics. You can now change your "speed" with "rigidbody.addforce" this will add a force that pushes the ridigbody. after you have...
View ArticleAnswer by Foose
Mhh. I am not on a PC with unity atm but for your planet example you could make your moon a rigidbody and add a velocity to it. now check with ray casts when it hits a planet within a given distance....
View ArticleAnswer by Foose
Well. Let me check if I understand you right. You have a list of gameobjects. And a spawner that spawns a random gameobject out of this list but you don't want it to spawn a GameObject A if it already...
View ArticleAnswer by Foose
I don't know in which manner you are using the Physics engine, but if the object really can be knockbacked from the board you could simply add an OnCollisionExit function to your collision script. If...
View ArticleAnswer by Foose
i really dont understand what you are trying there. u can code in js, c# and boo with unity. doesnt matter. So basically u can make one script out of them when u change the unityscript file to cs....
View ArticleAnswer by Foose
Your problem is, that you destroy the parent game object and with it your whole script. So after u have destroyed it, the script doesnt exist anymore. You should just make a parent gameobject with the...
View ArticleAnswer by Foose
I just googled "unity Tank 2d movement script" and google gave me this tutorial. I guess thats pretty much what you are looking for ;) http://wiki.unity3d.com/index.php/SimpleTankController
View ArticleAnswer by Foose
As thornekey says. But what you can do is either writing the code for destroying BOTH gameobjects in each trigger function or do a seperate script that handles all the destroying functions so it will...
View ArticleAnswer by Foose
I guess your code in script 1 is wrong. Are both scripts attached to your gameobject "projectileTransform"? If so, I would write it like this. `ProjectileMoveScript testS =...
View ArticleAnswer by Foose
No, the problem is that I want to delete all but they stay :D I don't want to keep them. I will Post the Main Menu script of my first scene which I guess is the problem. Maybe you can see the failure....
View ArticleAnswer by Foose
"You need to call this function from the Update function, since the state gets reset each frame. It will not return true until the user has released the mouse button and pressed it again. " Do you have...
View ArticleAnswer by Foose
Yes we need a little more information here before we can help you. But if you want a button to appear when a prefab is generated, you can just attach a script to the prefab that has an OnGUI function...
View ArticleAnswer by Foose
I always use this one. It lets you handle how much prefabs you wanna take, choose a random prefab, vary the spawntime and takes gameobjects as spawnpoints. public class mobGenerator : MonoBehaviour {...
View ArticleAnswer by Foose
Please tell us whats the Error message. The script of dorpeleg should work fine. Also make sure you have attached it to a gameobject with a collider that is set to "Trigger" and NOT on the player. So...
View ArticleAnswer by Foose
I still cant figure out how to do it. Anyone else may have a suggestion? :)
View Article