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...
View ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer by Luke Briggs
If you'd like any explanation of how that's working please just let me know :)
View ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer by Luke Briggs
If you'd like any explanation of how that's working please just let me know :)
View ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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