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Answer by Duckocide

This isn't a unity answer, but I had exactly the same problem when using the BEPU physics framework. The following thread may help you find an answer....

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Answer by Duckocide

OK. I found the issue so posting the answer for me. In the camera properties, the Rendering Path needs to be set. Had to be something that simple (was set to Vertex Lit). D'oh!

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Answer by Duckocide

Me too. several times now. Usually after return from VS.

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Answer by Duckocide

Hi @ozgunn I'm not sure what your method is trying to achieve as your assigning then un-assigning the parent transform for the cylinder. Any hoo, I'm guessing you're trying to get the cylinder to swing...

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Answer by Duckocide

Hi @finalsola The Render scale can be found in the properties of your URP pipeline asset... (Tucked away somewhere in your assets folder) ![alt text][1] [1]: /storage/temp/169837-editor4.jpg

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Answer by Duckocide

Have you ticked the "is trigger" option on the collider? ![alt text][1] [1]: /storage/temp/169885-editor5.jpg

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Answer by Duckocide

@Thelulz Look at Coroutines. They are a great way of running things in parallel to the main unity lifecycle. So, in your Monobehaviour component add the following to the "OnEnabled" method, something...

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Answer by Duckocide

I'm assuming the blue diamond / cube is attached as a child to the character. If so a really quick way of getting the right direction out of the blue diamond / cube is to add two empty game objects in...

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Answer by Duckocide

Obvious questions... Just to check, have you set the "is Trigger" on the player colliders and made sure the tags on the food are correct? ![alt text][1] [1]: /storage/temp/169897-editor5.jpg

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Answer by Duckocide

This will I think need a scripted solution if you only want 1 camera. If you create a component to act as a render texture cache. I.e. Has a property to contain the render textures, you can then create...

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Answer by Duckocide

There are a couple ways to restrict the cube. 1) If the blue items are static you can use Mathf.Clamp(...) function on the x-axis value of the cube. I.e. The red cube x-axis value is clamp between a...

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Answer by Duckocide

Hi @JesperGreen There are a few tricks to this, but looking at your code, you perhaps need to consider the "distPos" value and make it Clamp01(...) (Keeps it between 0 and 1) and use the key press to...

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Answer by Duckocide

I'd use a coroutine for this. Have a property (boolean) to indicate if times up or not. Every time you want to start the 3 second timer, call the public method "StartTimer" - It will safely stop and...

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Answer by Duckocide

Probably a few ways to skin this one. Here's a thought or two... You can put a scroll view inside a scroll view? Outer one would be up / down (vertical). So the inner one would be just a left / right...

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Answer by Duckocide

I've used this before https://play.google.com/store/apps/details?id=com.kimcy929.screenrecorder Runs on your phone of course.

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Answer by Duckocide

Check the objects you have found are not the same as the one running this script? if (ai.transform != this.transform)

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Answer by Duckocide

Can you place the flashlight as a child (game object) of the Camera? Once it's a child object, clear the local angles (zero) - It will always then point the same way as the camera.

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Answer by Duckocide

Unity offers a number of helper methods to help navigate the hierarchy. Methods like GetComponentsInChildren<> can be quite useful. Especially when you are spawning lot's of dynamic objects that...

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Answer by Duckocide

This feels like one of those $64k dollar questions. It's difficult to understand what you are trying to achieve with a database, but I'm guessing it's something to do with recording actions and...

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Answer by Duckocide

Ah. This can be a classic gotcha and something that isn't obvious at first. Basically, the yellow lines are relative paths to the gameobject property being animated. Read the indent as a "/". When they...

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Answer by Duckocide

This is a good place to start - https://learn.unity.com/tutorial/overview-and-serialization-concepts

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Answer by Duckocide

I would attach some data (via properties on your own monobehaviour) to your "people" game objects. A monobehaviour with all the measurable person attributes. You can then check that component for the...

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Answer by Duckocide

Code looks OK although mixing direct changes to transform position and physics (add force) isn't always best (can cause odd behaviour when in collision and this might be the issue - object is in...

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