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Answer by AyAMrau

Transform.Find return type is Transform, so you need to access the attached GameObject: weapon.gameObject.SendMessage("Blah", 1.0f, SendMessageOptions.DontRequireReceiver);

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Answer by AyAMrau

In this case the <> signs are used not to mean less than or greater than, but they are a syntax used with generic methods to supply a specific type to be used by the method. [Here's the MSDN page...

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Answer by AyAMrau

To add a script to a game object just use AddComponent: var script : MyScript; script = gameObject.AddComponent (MyScript); Replace MyScript with the name of a script you want to attach.

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Answer by AyAMrau

Instead of constant checking you could use a delegate. In the EnemyDeath script add: public System.Action OnDeath; And then in the same script, at the point where you set the enemyDead to true add:...

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Answer by AyAMrau

When declaring a function you need to specify argument type: public void AdjustcurHealth (int adj)

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Answer by AyAMrau

Despite this being part of unity examples in docs, using Time.time in lerp is incorrect. The answer here should make everything clear:...

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Answer by AyAMrau

Since the timescale is 0, the animations can't play on their own [Check this thread for possible solutions][1] [1]: http://forum.unity3d.com/threads/playing-animation-w-time-timescale-0.88579/

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Answer by AyAMrau

The value submitted by input field is a string (regardless of validation), so you need to convert the value. [Single.TryParse documentation should help][1] [1]:...

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Answer by AyAMrau

It's Time.deltaTime And you didn't declare a speed variable [http://en.m.wikibooks.org/wiki/C_Sharp_for_Beginners/Variables][1] [1]: http://en.m.wikibooks.org/wiki/C_Sharp_for_Beginners/Variables

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Answer by AyAMrau

I think in the line progressBar.transform.localScale = new Vector3(LoadProgress, progressBar.transform.localScale.y, progressBar.transform.localScale.z); You meant to use loadProgress Since this is the...

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Answer by AyAMrau

Don't assigning the new instance to the projectilePrefab variable. Make a separate variable for the spawned object and assign to that.

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Answer by AyAMrau

Calling GetComponent will get the text field assigned to the same game object as the script. You need to get a reference to the object holding the text field. Either make a variable that can be...

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Answer by AyAMrau

You never set the canBuild variable to false, so if the player touched the building once it will stay selected for upgrade. In OnTriggerExit add canBuild = false;

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Answer by AyAMrau

You need to take the variable out of the function, and declare it as class variable: #pragma strict var counter: int = 0; function OnGUI () { GUI.Box (Rect (20,20,100,90), "Hold IT"); if...

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Answer by AyAMrau

Here is an example code for simply replacing the image to another one assigned in editor, but you can obviously get it some other way. using UnityEngine; using UnityEngine.UI; public class...

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Answer by AyAMrau

When using List(t).Insert(int index, T item), the first argument is supposed to be an index to insert the element at, but it has to fit within the current size of the list. The value you use must be...

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Answer by AyAMrau

You either make a script that has a GameObject field (or a component that is on the prefab) exposed in the inspector and manually assign the prefab (from the Project tab) in the editor. A more dynamic...

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Answer by AyAMrau

I think you could put delegates into use here, [take a look at this question and the accepted answer][1]. [1]: http://answers.unity3d.com/questions/786865/can-you-check-a-boolean-in-a-coroutine.html

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Answer by AyAMrau

The button component has a Transition property, you can set that to Animation and use it to trigger states in an Animator state machine. [The tutorial video explains how to set this up in editor][1]...

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Answer by AyAMrau

I'm just going to make some assumptions here; Since you said in the other post about this, that you tried my version with lambda expressions and that you always got the last button being called, my...

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