Quantcast
Browsing all 68 articles
Browse latest View live

Answer by dubbreak

It's still available it hasn't been deleted. [Bootcamp FPS demo][1]. I even opened Unity and made sure it's still downloadable via the asset store. Edit: apparently you don't want the FPS example you...

View Article


Answer by dubbreak

Quickest and easiest way (which will work on any platform) is to save what levels they have passed to [PlayerPrefs][1]. If they need to pass levels consecutively (i.e. pass level 1 before level 2) then...

View Article


Answer by dubbreak

Since you aren't getting an indexing exception it means the objects are in there. Problem appears to be that your array you are pushing them into isn't typed (should be an array of CountryNodes). I...

View Article

Answer by dubbreak

Just set allow scene objects to false? That will limit it to assets (i.e. not object in the scene). You can determine if an object is a prefab (in the editor not at runtime.. but you are working in the...

View Article

Answer by dubbreak

If you mean fix compilation errors: No. If you mean fix logic errors: No. If you mean fix issue relating upgrading from 3.5 to 4: No. Here's a guide for [upgrading your 3.5 code for 4][1]. If those...

View Article


Answer by dubbreak

[Megafiers][1] has some physics based modifiers they are adding. I didn't see anything like this, but you could touch base with them. Covering how to do it yourself is beyond what can be answered here....

View Article

Answer by dubbreak

There are lots of ways to go about what you're asking. What I'd do (in point form) is: - in the ship collider check if I'm colliding with another ship - if it's another ship, child the shooter one to...

View Article

Answer by dubbreak

Two things: 1. Lower the bitrate of the mp3 using a tool (lots out there.. audacity is free and you can do it in there, I think foorbar 2000 does reencoding). A 5mb mp3 should be more like 5 minutes...

View Article


Answer by dubbreak

Here's a [tutorial on trigger zones][1]. It even has code to get you started. Basically what you want is a box collider (you can have it on a cube if you want so you can see it during editing, but you...

View Article


Answer by dubbreak

Older question but I thought I'd add my experience. I work on a unity 3.5.X project that targets desktop and Android (specifically touchscreen PCs and Android tablets). We use Linq extensively in out...

View Article

Answer by dubbreak

Either simulate shadows (i.e. fake them) or find someone with a credit card. You are asking permission to do something illegal. There is no way any Unity rep is going to say, "Yeah sure, use a cracked...

View Article

Answer by dubbreak

Dave pointed it out, but it has to be that you don't have something assigned to your public bullet field. In the inspector you have to drag an object (with a rigidbody) onto it in the inspector. Clone...

View Article

Answer by dubbreak

Check the [documentation][1]. Looks as though you may want to use: [PhotonNetwork.isMasterClient][2] I'm assuming the master client is the client that created the room. It can be changed once the room...

View Article


Answer by dubbreak

It's a typo of some sort and you didn't copy/paste correctly so it's difficult to say. Maybe the fact you have a dash instead of = ? private Stack leftTiles - new Stack(); If you double click on the...

View Article

Answer by dubbreak

Something along the lines of this will do: public GameObject doorOne; public float deactivateTime = 3.0f; void OnMouseUp() { StartCoroutine(TimedDeactivate(doorOne, deactivateTime)); } private...

View Article


Answer by dubbreak

You need to look up reflection. [Convert.ChangeType()][1] in specific. The problem with using reflection in Unity is it isn't supported by all platforms (to the best of my knowledge). If it's just a...

View Article

Answer by dubbreak

Easy, you don't have a try/catch block around your method. I didn't find the overload constructor for Ping(string), but I assume it's the same as creating a Ping class then doing Send(string) (i.e. it...

View Article


Answer by dubbreak

Because the Transforms are by reference not by value. When a new scene loads they all end up null (assuming the Transforms are of scene objects). If you want to keep them around you either need to make...

View Article

Answer by dubbreak

Just set allow scene objects to false? That will limit it to assets (i.e. not object in the scene). You can determine if an object is a prefab (in the editor not at runtime.. but you are working in the...

View Article

Answer by dubbreak

If you mean fix compilation errors: No. If you mean fix logic errors: No. If you mean fix issue relating upgrading from 3.5 to 4: No. Here's a guide for [upgrading your 3.5 code for 4][1]. If those...

View Article
Browsing all 68 articles
Browse latest View live