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Answer by SterlingStudios

You should try a directional light, turn off shadows (unless you want them). You can edit the illumination of the light, and it is the same globally.

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Answer by SterlingStudios

Got it. I just needed to replace "ammo.GetComponent(Ammo).ammo += 10;" with "GameObject.Find("First Person Controller").GetComponent(Ammo).ammo +=10;". Here is the final code: (AmmoPickup.js) var...

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Answer by SterlingStudios

Okay, I got it. I don't know what I did, just kept re-writing it until I got it. Here's the code: #pragma strict var guitext : GUIText; var phone : GameObject; function OnTriggerStay (other :...

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Answer by SterlingStudios

Figured it out. Turns out Unity doesn't like stretched and dynamic meshes. If you look at the beginning of the video, my guy is all stretched out. I moved him back and it fixed it.

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Answer by SterlingStudios

function Start () { } var target : Camera; var hasEnabled = false; function OnTriggerEnter (other : Collider) { if(other.gameObject.tag == "Player" && hasEnabled == false) { target.fieldOfView...

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Answer by SterlingStudios

Why do all that work when you could just use a string? #pragma strict var animationName : String = ""; var delayTime : float = 1; function Update () { Animate(); } function Animate () { yield...

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Answer by SterlingStudios

Haha, you guys are going to punch me for this one. I was using the wrong variable...

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Answer by SterlingStudios

Alright I figured it out. I edited the Alpha of the color on the Transparent Diffuse shader, which made it semi-transparent, then I took 0tucan approach and lined them up. I think it looks pretty nice...

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Answer by SterlingStudios

If you have a rigidbody on it, make sure all constraints on rotation are checked, else it will have erratic behavior.

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Answer by SterlingStudios

Make an animation for it, it's relatively simple. Here is some code: var animationName : AnimationClip; var isOpen : boolean; var inTrigger : boolean; var inSight : boolean; function Update () {...

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Answer by SterlingStudios

Why not go GameObject > Create Other > GuiTexture, put your texture in there, make the correct resolution, then attach this script to it: function Update () { guiTexture.transform.position.y =...

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Answer by SterlingStudios

Okay, so I got the loot HUD to show up by using guiText.enabled and guiTexture.enabled, but how do I delete a specific prefab? Because I want when you click 'take', the loot pouch destroys itself,...

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Answer by SterlingStudios

Solved it. No idea what was wrong. Just kinda played with it until it worked :D. Here it is: #pragma strict var exp : GameObject; var lootBack : GameObject; var gold : GameObject; var destroy :...

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Answer by SterlingStudios

You have a semi-colon after the 0 on line 11 that should not be there.

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Answer by SterlingStudios

You could try putting constraints on the rigidbody.

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Answer by SterlingStudios

This should work. var speed : float = 6; var direction : Vector3 = Vector3.fwd; var runAnimation : AnimationClip; function Update () { transform.Translate(direction * speed * Time.deltaTime);...

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Answer by SterlingStudios

Considering you mean like a temple run move, you could try this (add it in on line 11 or 12): if(Input.GetKeyDown(KeyCode.LeftArrow)) { transform.position.x -= turnAmmount; //cant remember if its x or...

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Answer by SterlingStudios

Sorry about this one... I was using the wrong key :(...

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Answer by SterlingStudios

Fixed it. Had to use RPC's. Didn't know what they were, but they weren't too hard to get to know. Also, the blood wasn't being synced, so all I had to do was put "Network." in front of instantiate.

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Answer by SterlingStudios

For anyone who finds this post, it was a bug in the version I was using: https://issuetracker.unity3d.com/issues/terrain-brush-tool-is-not-drawing-when-paint-holes-is-selected Just had to update the...

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