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Answer by Luke Briggs

Never mind - I've figured out how to do it.Thanks anyway :)

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Answer by Luke Briggs

I Agree - much prefer the old system as this one just seems messy with lots of stuff that I don't need/ isn't relevant all over it. Wouldn't it be much better (and easier, Q&A systems aren't...

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Answer by Luke Briggs

Probably a little late for some, but better late rather than never I suppose! I solved this one by implementing my own server -> client system (by making a server in C#) that the clients (both game...

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Answer by Luke Briggs

It looks to me like you might be having an issue with permissions on the variable. If it's in C# then it may need to start with **public** (e.g. public Rect Window=new Rect(...); ). You might also need...

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Answer by Luke Briggs

I think this is what your looking for :) var onDieObjects:GameObject[]=new GameObject[5]; var health:float=10f; function reduceHealth(by:float){ health-=by; //hasn't always got to be 1 this way!...

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Answer by Luke Briggs

P.s. The wierd code formatting of my last message isn't my fault, plus it won't let me edit it again without erroring :P

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Answer by Luke Briggs

yay for negative karma :P

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Answer by Luke Briggs

If you'd like any explanation of how that's working please just let me know :)

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Answer by Luke Briggs

function Start(){ yield WaitForSeconds(1); Application.LoadLevel("mainMenuSceneName"); } Something along those lines should do it, depending on when you want it to start waiting from (that'll start...

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Answer by Luke Briggs

Hey! Probably the best (and easiest) type of random motion here would be where the NPC's keep on walking until they almost collide into something, at which point they turn away. To do this in Unity...

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Answer by Luke Briggs

Hey! It's completely possible to store meshes in a database and then transport them into Unity, either through using native C# sockets or the WWW class (by getting a php page or something like that to...

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Answer by Luke Briggs

Never mind - I've figured out how to do it.Thanks anyway :)

View Article

Answer by Luke Briggs

Probably a little late for some, but better late rather than never I suppose! I solved this one by implementing my own server -> client system (by making a server in C#) that the clients (both game...

View Article


Answer by Luke Briggs

It looks to me like you might be having an issue with permissions on the variable. If it's in C# then it may need to start with **public** (e.g. public Rect Window=new Rect(...); ). You might also need...

View Article

Answer by Luke Briggs

I think this is what your looking for :) var onDieObjects:GameObject[]=new GameObject[5]; var health:float=10f; function reduceHealth(by:float){ health-=by; //hasn't always got to be 1 this way!...

View Article


Answer by Luke Briggs

P.s. The wierd code formatting of my last message isn't my fault, plus it won't let me edit it again without erroring :P

View Article

Answer by Luke Briggs

If you'd like any explanation of how that's working please just let me know :)

View Article


Answer by Luke Briggs

function Start(){ yield WaitForSeconds(1); Application.LoadLevel("mainMenuSceneName"); } Something along those lines should do it, depending on when you want it to start waiting from (that'll start...

View Article

Answer by Luke Briggs

Hey! Probably the best (and easiest) type of random motion here would be where the NPC's keep on walking until they almost collide into something, at which point they turn away. To do this in Unity...

View Article

Answer by Luke Briggs

Hey! It's completely possible to store meshes in a database and then transport them into Unity, either through using native C# sockets or the WWW class (by getting a php page or something like that to...

View Article
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Browse latest View live


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