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Channel: Answers by "stevecus"
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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...

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Answer 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...

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Answer 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...

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Answer 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...

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Answer 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...

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Answer 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") {...

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Answer 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...

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Answer 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.

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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 Article


Answer 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 Article

Answer 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 Article

Answer 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 Article

Answer 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 Article


Answer 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 Article

Answer 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 Article


Answer 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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