Answer by CaKeMeaT
Thak you very much. For reference, the final code ended up being. // ROTATE A GUN OBJECT AROUND THE Z-AXIS // BASED ON THE ANGLE OF THE RIGHT ANALOG STICK float x = Input.GetAxis ("R_analog_horz");...
View ArticleAnswer by CaKeMeaT
if either your foreach fails, or if() returns false, both don't reach the return
View ArticleAnswer by CaKeMeaT
I believe I found the answer/solution. [link text][1] [1]: http://stackoverflow.com/questions/14299410/where-is-filestream-at-the-net-for-windows-store
View ArticleAnswer by CaKeMeaT
Have a public AudioClip in the script and an AudioSource on the object. Fill the AudioClip var with a sound clip in the editor. audio_Source = GetComponent(); audio_Source.PlayOneShot ("this is your...
View ArticleAnswer by CaKeMeaT
Maybe you should keep your colliders active for more than one frame, like two.. And add the the stuff you hit to a list, after just a few frames you can remove the collided components, and resolve your...
View ArticleAnswer by CaKeMeaT
I think you're asking multiple questions. For starters, Blender has a slightly different axis system then unity3d(by default) Are you facing and issue with things being 90 degrees off?
View ArticleAnswer by CaKeMeaT
[XmlRoot("GUI_HUD")] [System.Serializable] public class inventory_save { /* members and methods and such here */ } public void WriteXML() //static? { // rememebr that this class will need...
View ArticleAnswer by CaKeMeaT
I use a distance check to display a hovering name/description. I used almost this exact script for items, signs, enemies, NPC. void OnGUI() { if (my_cam == null) { my_cam = GameObject.Find ("Main...
View ArticleAnswer by CaKeMeaT
your ship variable(object reference really) is of typePrefabPlayerShip (because) ---> private PrefabPlayerShip ship;
View ArticleAnswer by CaKeMeaT
You can either check for when your NextFire is, or you can check when your LastFire was. Logic: Time.time >= NextFire or LastFire + Interval <= Time.time
View ArticleAnswer by CaKeMeaT
If you simple need to display one thing, like FPS or a small watermark I still like the legacy OnGUI() functions http://docs.unity3d.com/Manual/gui-Basics.html You can place an IF statement inside of...
View ArticleAnswer by CaKeMeaT
Any type of floor/ceil of numbers would get that to a certain degree. eg. instead of X,Y,Z being stuff like (12.3, 0.9, 3.638372) you would get (12, 1, 4) . Essentially, if you want to simulate old...
View ArticleAnswer by CaKeMeaT
FileMode.Create is what I use, does what you ask. Create Specifies that the operating system should create a new file. If the file already exists, it will be overwritten. This requires...
View ArticleAnswer by CaKeMeaT
In the debugging options for visual studio you HAVE to specify the correct debugger type. "Open up the property dialog window for the project, and under the Configuration Properties select Debugging....
View ArticleAnswer by CaKeMeaT
I believe I provided a pretty good example... [link text][1] [1]: http://answers.unity3d.com/questions/972594/trying-to-learn-to-save-can-i-please-see-some-basi.html
View ArticleAnswer by CaKeMeaT
Well, not much of an answer, but a solution for the time being. I changed the SqlDbType to be NVarChar in the parameter.... it doesn't complain for now. command.Parameters.Add("@xmlone",...
View ArticleAnswer by CaKeMeaT
Can you try not parenting, just keep track of a new reference variable - GameObject PlatFormIAmOn. When you OnCollisionStay on it: PlatFormIAmOn = collision.transform.gameobject; and then in your...
View Article