Answer by stevecus
What is the reason you are parenting the Canvas to the Camera? Essentially if you have your canvas separate it should still only represent the visible screen of the game essentially mimicking following...
View ArticleAnswer by stevecus
Here is the final script, at first I implemented SnStarr's answer but turning the objects on and off was producing a slight flicker as each object adjusted its position (because the follow script is on...
View ArticleAnswer by stevecus
You could trying using a bool to limit the trigger time, almost like sonic or super mario when you get hit you have a window when you cant be consecutively hit. something like.... As for the speed you...
View ArticleAnswer by stevecus
Heres a OneDrive link to the project files if you want to see it working; https://onedrive.live.com/redir?resid=3A463E68D00F87F2%2112350 I've created a scene from your scripts to test it, I've added...
View ArticleAnswer by stevecus
Just assign a slider max value and min value. As for just wanting the button, create a gameobject>UI>Slider, on the slider delete the image component and delete the child fill area. You can tick...
View ArticleAnswer by stevecus
Something you could also do is define a target so it only registers 1 enemy at a time. void OnTriggerEnter(collider other) { //if an object enters collider if(other.gameObject.tag == "enemy") {...
View ArticleAnswer by stevecus
I found this on the Unity forums and does what I want, Credits go to Korindian sing UnityEngine; using System.Collections; public class GUISelectionBox : MonoBehaviour { // Draggable inspector...
View ArticleAnswer by stevecus
Just for anyone that has the same issue, the issue is when importing a project from unit 5.02 into unity 5.01. To fix just update to the latest unity. Cheers, steve.
View ArticleAnswer by stevecus
What is the reason you are parenting the Canvas to the Camera? Essentially if you have your canvas separate it should still only represent the visible screen of the game essentially mimicking following...
View ArticleAnswer by stevecus
Here is the final script, at first I implemented SnStarr's answer but turning the objects on and off was producing a slight flicker as each object adjusted its position (because the follow script is on...
View ArticleAnswer by stevecus
You could trying using a bool to limit the trigger time, almost like sonic or super mario when you get hit you have a window when you cant be consecutively hit. something like.... As for the speed you...
View ArticleAnswer by stevecus
Heres a OneDrive link to the project files if you want to see it working; https://onedrive.live.com/redir?resid=3A463E68D00F87F2%2112350 I've created a scene from your scripts to test it, I've added...
View ArticleAnswer by stevecus
Just assign a slider max value and min value. As for just wanting the button, create a gameobject>UI>Slider, on the slider delete the image component and delete the child fill area. You can tick...
View ArticleAnswer by stevecus
Something you could also do is define a target so it only registers 1 enemy at a time. void OnTriggerEnter(collider other) { //if an object enters collider if(other.gameObject.tag == "enemy") {...
View ArticleAnswer by stevecus
I found this on the Unity forums and does what I want, Credits go to Korindian sing UnityEngine; using System.Collections; public class GUISelectionBox : MonoBehaviour { // Draggable inspector...
View ArticleAnswer by stevecus
Just for anyone that has the same issue, the issue is when importing a project from unit 5.02 into unity 5.01. To fix just update to the latest unity. Cheers, steve.
View Article
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