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Answer by gkepets

I used var crosshairTexture : Texture2D; var position : Rect; static var OriginalOn = true; function Start() { position = Rect((Screen.width - crosshairTexture.width) / 2, (Screen.height -...

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Answer by gkepets

Try making the menu into a prefab and instantiating the prefab at every scene.

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Answer by gkepets

make a light and the color of the light black, or a dark color.

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Answer by gkepets

I dont know exactly why this is happening, but why aren't you using the material option- bouncy on the mesh collider? I use the bouncy physical material often and it almost always works (except for a...

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Answer by gkepets

Having multiple keyboards can get complicated if you want the same controls for each one, but try setting up multiple different input combinations for 4 different players in the player input settings....

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Answer by gkepets

If you don't want to use ray casting, make the wall colliders thicker. The thicker that wall is, the easier it is for unity to detect collision. And set the physical material of it to bouncy, so car...

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Answer by gkepets

Is it once you play it? And does it fall through? If so, Make sure that when you start the game the colliders are above the terrain... if they are crossing over the car will fall through.

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Answer by gkepets

On your character controller you will see slope limit and a step offset. Those might be your problem, because when a slope is to much for the character it will bounce backwards sometimes

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Answer by gkepets

i used this script: #pragma strict var strength : int = 10; var jumppadsound : AudioClip; // make sure to check the Is Trigger checkbox in the Box/mesh/whatever collider function OnTriggerEnter(col :...

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Answer by gkepets

Put into the update function: animation.Play("ANIMATION NAME");

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Answer by gkepets

Try labeling all the items you dont need to move as static. I had the same problem and this drastically changed the fps from 15 to 35. Also combine all the static items (parts of a map, terrain, trees,...

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Answer by gkepets

In blender, separate the sword from the arm. Then reexport into unity (it automatically adjusts) and make an empty game object in the sword with a collider in it.

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Answer by gkepets

Another more reliable fix is to change the the rendering path to deferred- it renders the light more accurately and before everything else.

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Answer by gkepets

go to create in the hierarchy: create> 3d object> plane

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Answer by gkepets

try this script: #pragma strict var layerMask : LayerMask; //make sure we aren't in this layer var skinWidth : float = 0.1; //probably doesn't need to be changed private var minimumExtent : float;...

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Answer by gkepets

got it nvm import UnityEngine; import System.Collections; import UnityEngine.UI; private var input: InputField; private var se: InputField.SubmitEvent; public var output: Text; private function Start()...

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Answer by gkepets

You can lock the mouse in the center of the screen and hide it with Unity: Screen.lockCursor = true; and Screen.showCursor = false;

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