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Answer by Hachley

You can try flipping/reversing the scale of the sprite simply by changing its X(width) scale from positive to negative. It will keep it's original width scale but will now be mirrored. Check this out:...

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Answer by Hachley

You can create an empty game object with as big collider as you want, and nesting(parenting) those 5 sprites inside it, so that the sprites are its children.

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Answer by Hachley

You could try moving one sprite to anothers location, then disable both sprites and enable the third one.

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Answer by Hachley

I suggest you watch some Unity3D tutorials on YouTube or learn at http://unity3d.com/learn to get familiarized with Unity capabilities. You don't need to memorize them all, just see what it offers you...

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Answer by Hachley

Maybe it shouldn't be a child of the camera, but just different object, and just add a script for it to follow the camera with a little delay?

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Answer by Hachley

I have something an old project of mine, where the enemy was facing the player and later chased him. Here's what I used for the enemy to smoothly turn at the target and face him: var target :...

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Answer by Hachley

You could check the old flash games. I remember the early 2000's when the flash game spree was on the height, almost every game had the Instructions button under the Play. Though the instructions...

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Answer by Hachley

First of all, I suggest you see the unity answers site [tutorial video][1]. And to me it looks like there is no prefab in your project named "projectile". For this script to work you need to have a...

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Answer by Hachley

What you need to do is that if you move to the right(with your mouse) then also rotate the face of your players body to the right. What you have now is that if you hold W and look straight with your...

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Answer by Hachley

Yeah, remember the X Y Z sequence, so the (0,0,1) means 0x 0y 1z. If you'd like the code to affect the Y only, then try something like: rigidbody.velocity = transform.up * Input.GetAxis("Vertical") *...

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Answer by Hachley

The sequence in one script would be: Make the gameobject play death animation>spawn all the particles/drop items>delete the gameobject. I seriously suggest you learn programming js/c# before...

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Answer by Hachley

Know that code is played in a consecutive order, so on the second script you cannot spawn a prefab AFTER destroying the gameobject that holds the script itself. What you need to do is spawn the prefab...

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Answer by Hachley

Actually, yes. It's not the best way though, you're better off doing that in modeling program as Jeff stated, but check out [GameDraw][1], which allows you modeling something above primitives inside of...

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Answer by Hachley

I wouldn't suggest you spawn prefabs every time you switch weapons, instead you could have the weapons as children of the player's body,already positioned perfectly, and just have them...

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Answer by Hachley

What exactly is not working with the code you posted? To test out if it works just change it to: void update(){ if(Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0) ) { Debug.Log("test");...

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Answer by Hachley

Just as Graham Dunnett ♦♦ stated. add 3 more lines next to this: var rotation : float = Input.GetAxis ("Vertical") * rotationSpeed; rotation *= Time.deltaTime; rigidbody.AddRelativeTorque (Vector3.back...

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Answer by Hachley

Just give your friends the .apk(through Skype, e-mail or whatever), and have them put it inside their android phones through usb wire(just as you would in a usb stick). Then they will have to use some...

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Answer by Hachley

You need to understand that your spritesheet must be divided into many same sized(in pixels) sections, for example 32x32's or 64x64's for example, so now all the sprites you will use will not have any...

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Answer by Hachley

You can try flipping/reversing the scale of the sprite simply by changing its X(width) scale from positive to negative. It will keep it's original width scale but will now be mirrored. Check this out:...

View Article

Answer by Hachley

You can create an empty game object with as big collider as you want, and nesting(parenting) those 5 sprites inside it, so that the sprites are its children.

View Article
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