Answer by Mangas
The problem is that Time.timeScale is 0, so your game is basically paused.
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Perhaps it's easier to just set up the array in the correct order rather than initializing it, assigning all gameobjects and then sorting it. If your gameobjects are named as tile0, tile1, tile2......
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You need that iOS Pro license, you can read the comparison table to see that the splash screen is customizable only in iOS Pro :)
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I think the problem is this: GetComponent.().isOn = true; When you should have this: gameObject.GetComponent().isOn = true; Also, put your breaks out of the if and else, it's not neccesary to duplicate...
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Something similar was asked yesterday, are you trying to change the splash screen of an iOS/Android project? If so you need the iOS/Android Pro license in addition to the Unity Pro one.
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That shader is a fixed function shader, if you want to use SpriteRenderer you will have to expand the default built-in Sprite shader and avoid using a fixed function shade. You can download the...
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Try to set a trigger for the animation on the OnDestroy() of the GameObject that's gonna be destroyed. OnDestroy() event: http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnDestroy.html Setting a...
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Try to add a bigger float in the transform.Rotate(), also you're waiting 0.01 seconds every time you rotate a little bit your door, so maybe that adds upo to the problem, but I don't know if you need...
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The position of the texture in DrawTextureWithCoords is a Rect, which starts at the top-left, the texCoords is also a Rect, however it refers to the UVs of the texture and they start at the...
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For your second issue you just have to put Jump() in Update(). FixedUpdate() is mostly used to deal with physics, it's called in a fixed framerate and you risk missing a button press if you miss the...
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Solved! After a few hours of trying to find a solution I found the video on Event Triggers, if you deselect everything on Pointer Enter it works perfectly and you don't need to know if the button...
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First you spawn 20 zombies in here: if (isStarting == true) { StartCoroutine(SpawnWaves()); isStarting = false; } Then as EnemiesIn_Map is equal to 0 the first time you run this, UpdateWave() is...
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You have to click the Attach to Unity button on VS, which is next to the build options in the tool bar, then click the Play button in Unity as you would if you were using MonoDevelop. It works fine for...
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Do something like this then: newVelocity.x -= 1f * transform.childCount;
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With that much code I'll say the problem must be in playerRigidbody or movement, one of those is null so check if you're initializing them. **transform.position** won't be null as long as the class...
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To avoid scaling problems when instantiating a new UI component and setting the parent you have to use SetParent() with the parameter worldPositionStays as false:...
View ArticleAnswer by Mangas
The problem is that Time.timeScale is 0, so your game is basically paused.
View ArticleAnswer by Mangas
Perhaps it's easier to just set up the array in the correct order rather than initializing it, assigning all gameobjects and then sorting it. If your gameobjects are named as tile0, tile1, tile2......
View ArticleAnswer by Mangas
You need that iOS Pro license, you can read the comparison table to see that the splash screen is customizable only in iOS Pro :)
View ArticleAnswer by Mangas
I think the problem is this: GetComponent.().isOn = true; When you should have this: gameObject.GetComponent().isOn = true; Also, put your breaks out of the if and else, it's not neccesary to duplicate...
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