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