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XmlSerializer serializer = new XmlSerializer(typeof(**Item**)); is dealing specifically with the serialization of type Item.
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I had to change all of my scripts to JoystickJS(javascript) and JoystickCS(c#) in order to get past this. Really just circumventing the problem, since I couldn't identify the origin.
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I have had marginal success with getting data from NIST servers. like this.. [link text][1] [1]: https://nickstips.wordpress.com/2010/02/12/c-get-nist-internet-time/
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the problem with greater-or-equal-than opertaions is that they can be pass as true even when you expect the later conditions to trigger instead. ammobar.GetComponent(UI.Slider).value <= 100) will...
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Cant run the code where I am. But I imagine you are seeing objects do this: move towards. collide. bounce back slightly. move towards. collide. bounce back slightly. -repeat- I see this a lot because...
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Async commands will cause your code to branch out right? so you're loading side-by-side to your other code.
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It looks as if it should work, maybe use a bool to explicitely control the condition if (!IsThisThingAlreadyAssigned) { ObjectiveTHing = GameObject.Find (ObjectiveName); IsThisThingAlreadyAssigned =...
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public GameObject sourceObject; // drop your object from inspector to this slot. // then later GameObject t = (GameObject)Instantiate(sourceObject, transform.position, transform.rotation);
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I have researched this topic, and everything I can find says that System.IO is not available to Windows apps
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You may want to pay special attention to triggers vs colliders and OnCollisionEnter vs OnTriggerEnter
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if(v.GetComponent() != null && v.GetComponent().getBlocked()==false)
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last_number = number; // number should be renamed "spawn_point if(number == lastnumber) { number++; //(be careful not to go out of bounds) last_number = number; }
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because of the brilliance of physics layers, and your ability to choose which ones collide with the others, I would REALLY recommend you actually use tags. If you cant come up with a naming convention...
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I resolved the problem (I guess) by removing [Serializable] tags, and then removing pointer-style references inside my InventoryScript that were used like a linked list. Example: InventoryItem next;...
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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...
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your ship variable(object reference really) is of typePrefabPlayerShip (because) ---> private PrefabPlayerShip ship;
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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
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