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Answer by Mangas

The problem is that Time.timeScale is 0, so your game is basically paused.

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Answer 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......

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Answer 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 :)

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Answer 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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Answer by Mangas

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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Answer by Mangas

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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Answer by Mangas

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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Answer by Mangas

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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Answer by Mangas

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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Answer by Mangas

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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Answer by Mangas

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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Answer by Mangas

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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Answer by Mangas

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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Answer by Mangas

Do something like this then: newVelocity.x -= 1f * transform.childCount;

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Answer by Mangas

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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Answer by Mangas

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:...

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Answer by Mangas

The problem is that Time.timeScale is 0, so your game is basically paused.

View Article


Answer 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 Article

Answer 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 Article

Answer 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...

View Article
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