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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

Yes. Someone CAN convert it to JS for you, including me. But.... I refuse to. Why? Because you are asking us to basically write something for you which is a NO NO on UA. You say that you have other...

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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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