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Answer by rabbitfang

*This is from what I learned from quick research on the Internet* From a native-code perspective (code like C/C++, not C#), the equality operator and the greater than operator would consume the same...

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Answer by rabbitfang

It would seem that `item0.itemName` is a private member. Try using `item0.Name` instead. Also, when you ask noobish questions, you are then treated like a noob. However, I would not call this a noobish...

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Answer by rabbitfang

For Javascript, function ClassName(args : type) { // Stuff } It is just a normal function with the function name being the same as the class's name.

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Answer by rabbitfang

You probably do not need locks in this case. However, you should retrieve a copy of the variable and use that copy exclusively in the main thread. If you didn't and you accessed the variable multiple...

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Answer by rabbitfang

The units for velocity is world units per second, as Jessy said. The unit for drag is a little weird. It is "per second" (or inverse seconds). This is from a calculation (after some experimentation)...

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Answer by rabbitfang

Well... If you have your content located at `some-bucket-name.s3.amazonaws.com`, that is where Unity is going to be looking for `crossdomain.xml`. The point of `crossdomain.xml` is to make sure that...

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Answer by rabbitfang

The code you gave is for UnityScript, not C#. Either change your file to be `.js` or change your code to conform to C# syntax.

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Answer by rabbitfang

From a physics engine standpoint, what is probably happening is that the bouncing object penetrates the other object and is pushed back out. When it is pushed back out, a velocity or force is applied...

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Answer by rabbitfang

Use [GUI.TextArea][1]. You should look around the documentation more thoroughly before coming on UA for help. P.S. In case you were going to, do not ask for someone to code this for you. [1]:...

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Answer by rabbitfang

Having true snow flakes (small physical objects) stack is a horrible idea for a game. One, the number of objects will get really high really quickly. Two, the physics calculations will get very...

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Answer by rabbitfang

Try [QualitySettings][1] [1]: http://unity3d.com/support/documentation/ScriptReference/QualitySettings.html

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Answer by rabbitfang

*Since you improved your question and code so much (though the code still has a few style issues)...* CharacterController disables Rigidbody physics on your object (try it; an object with a rigidbody...

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Answer by rabbitfang

This feature is called "Camera Bob". I do believe that *you* will need to create it (you could also search around for such a script as it probably already exists). Also, chek yor question for godo...

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Answer by rabbitfang

An easier thing to do would be to use a maximum fall velocity threshold. Every frame you would check to see if the velocity would be over this and then if it is, set a flag that tells the script to...

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Answer by rabbitfang

Unity Pathfinding was designed for 2D/3D movement with float value positions (by which I mean X/Y/Z can equal 1, 2, 3, etc. and 1.5, 1.2, etc. (with decimals)). In theory, yes you could get Unity...

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Answer by rabbitfang

You are right in that the rotation will never hit zero exactly, due to float values being used. You also have the issue of using `transform.Rotate.y` which should give you an error but does not for...

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Answer by rabbitfang

The Vector3 of the point that the raycast hit will be `rayPoint.point`. Read [this][1] for further information. [1]: http://unity3d.com/support/documentation/ScriptReference/RaycastHit.html

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Answer by rabbitfang

If I had to guess, I would say that `parent` is conflicting with some variable of the `System.ValueType` class. Try renaming it. If extending `System.ValueType` does in fact make things a `struct` (I...

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Answer by rabbitfang

Um.... "Unity tutorials in the Asset Store"? So, guides on how to use Unity, in a place where you buy (mostly) 3rd party tools for Unity? That does not exactly make sense. There are lots of [Unity...

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Answer by rabbitfang

In Blender, you need to export the model into something Unity supports (.obj will do). Go to **File -> Export -> Wavefront (.obj)**

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Answer by rabbitfang

Is this Unity's profiler? It seems to be so. If it is and you don't have Unity Pro (or the trial version), you should consider yourself lucky that it is giving you that because that would be a bug. If...

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Answer by rabbitfang

You either need to use the Microsoft XNA developer's tools, or you need to buy the XBox 360 developer kit and the XBox 360 Unity license, both will cost more than you probably have. So, there is not...

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Answer by rabbitfang

Dear madame, If you looked around more on Unity Answers, you would realize that *no one* begins their questions with "Dear sir/madame" because Unity Answers is (for the most part) handled by the...

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Answer by rabbitfang

It depends on your platform. In Android, yes you can. However, I do not know if Unity handles the background running natively or if you need to make a plugin for the app. In iOS, not really. While yes,...

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Answer by rabbitfang

Yes. You may. And I suggest taking the time to [learn about Unity's licenses][1] before coming on here and asking about it (and being all lazy and such). [1]: http://unity3d.com/unity/licenses

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Answer by rabbitfang

*So this question actually has an answer on it...* Kind of. Navigation is technically a pro-only feature. However, the only part of navigation that I found that actually needs Pro is the nav mesh...

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Answer by rabbitfang

It lags because you are printing to console every frame (times 3). Printing something to console takes a lot of time (relatively) and so when you do this every frame, things start to slow down. Try to...

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Answer by rabbitfang

Distribution does NOT equal installation. For distribution, you can just hand out the needed files (via web, CD, etc.). Since you ask about distributing as a downloadable, that would be over the...

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Answer by rabbitfang

Either one of those would work, and can be done with pretty good realism. The best option depends on a number of factors, mainly what is the visual quality and style of your game and how many resources...

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