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Answer by Motionreactor

This is a partial answer to the rotation problem.Try using AddTorque() or AddRelativeTorque() to affect the rotation of a rigidbody rather than changing the GameObject transform...

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Answer by Motionreactor

For an Isometric camera: Create an empty GameObject called 'CameraTarget' at (0,0,0). Create a camera at (0,0,-10). Parent the Camera to the CameraTarget. Set the rotation of the Camera Target to...

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Answer by Motionreactor

Disable components one by one until you find the culprit causing the crash.

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Answer by Motionreactor

Really simple solution is to make everything in your scene a child of a single GameObject (call it world if you like). Then from this 'world' GameObject you can broadcast to all...

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Answer by Motionreactor

You can cast a ray in a specific direction like this:var hit : RaycastHit; var ray : Ray = Ray(gameObject.transform.position, Vector3.forward); if(Physics.Raycast(ray, hit, 10)) {...

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Answer by Motionreactor

Check out the standard assets: Camera Scripts > SmoothLookAt

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Answer by Motionreactor

Whilst I'm not sure why your controller was heading skyward (y axis)... the problem you have is this:controller.Move()I don't know the innards of the Move() function, but basically it seems to be...

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Answer by Motionreactor

Luckily the Unity team have made this really simple:var dataString: String; var url = "http://www.mysite.com/data.txt"; function Start () { // Start a download of the given URL var www : WWW = new...

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Answer by Motionreactor

You can't 'write' to the control keys... but you can read them:function Update () { if(Input.GetKeyDown(KeyCode.LeftControl)) { // do something } }You can get the names of these keys...

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Answer by Motionreactor

http://www.blender.orghttp://www.cheetah3d.comhttp://wwww.wings3d.comI personally use Blender and love it. It is just going through a bit of an overhaul to version 2.5, but version 2.49b is perfectly...

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Answer by Motionreactor

You are on the right track but forgot a couple of things. Your algorithm will actually vary the rotation as each cube will show discrepancy in rotation over time. The problem is that they will always...

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Answer by Motionreactor

I'd suggest a combination of ray casting for hit detection and particles (without any form of collider) as the visual effect. You don't always have to do things the 'natural logic' way in gaming.The...

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Answer by Motionreactor

Ok, I've written a complete script for you because I thought it important to help illustrate a more flexible approach to the problem:Drop this script onto the elevator:var elevatorSpeed : float; var...

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Answer by Motionreactor

I would strongly suggest you use triggers:http://answers.unity3d.com/questions/4175/moving-teleporting-player-and-camera-when-they-enter-a-certain-areaRather than using colliders in that way, which btw...

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Answer by Motionreactor

Please refer to:http://answers.unity3d.com/questions/5045/using-a-gui-button-to-stop-a-gameobject-movementYour other question for a related solution.

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Answer by Motionreactor

You can get the position of a 3D object in relation to the 2D screen with: Camera.WorldToScreenPointThere is a related wiki entry which is fairly verbose, but is exactly what you want: Here

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