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Channel: Answers by "murkantilism"
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Answer by murkantilism

Simply use an orthographic camera and rotate it. This question has been asked an answered dozens of times, in much more detail ([there's even...

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Answer by murkantilism

No, Unity Pro does not include a mobile license. Read the [license comparison page more carefully](https://store.unity3d.com/) if it wasn't obvious the first time. Update: 02/19/2014 - Unity...

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Answer by murkantilism

Read this page about [editing animation clips inside Unity](http://docs.unity3d.com/Documentation/Components/AnimationEditorGuide.html).

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Answer by murkantilism

Don't use *new Array()*, try this instead: // Declare an empty array using array literal notation var selectedUnits = []; To access any element in the array, say the sixth element, do:...

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Answer by murkantilism

Have you tried locating the missing folders in Windows Explorer? Are they visible there or still gone? **Solution:** If they are visible in Windows Explorer, just reimport them using "Reimport All...

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Answer by murkantilism

Attach a [collider object](http://docs.unity3d.com/Documentation/ScriptReference/Collider.html) to the player and the cube. Write a script that you will attach to the cube. The script should check for...

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Answer by murkantilism

No, you shouldn't need to edit the model. What vector did you give the lookat function? Read [the documentation](http://docs.unity3d.com/Documentation/ScriptReference/Transform.LookAt.html) for the...

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Answer by murkantilism

Select the object you want to zoom to in the editor's hierarchy and hit the "F" key on your keyboard. Unfortunately, there is no way to set the editor to open at that point every time it opens. Usually...

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Answer by murkantilism

I'm not a guru on Unity garbage collection by any means, hopefully someone more knowledgeable can confirm: I don't think setting variables to null with help with garbage collection. It won't entirely...

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Answer by murkantilism

*At a high level:* When the player talks to another character, you'll need a way to communicate that conversation. I suggest creating a GUI that opens up when a player talks to a character. In that GUI...

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Answer by murkantilism

I can't help you correct the animation code if you remove it... Generally speaking, once the player is within whatever distance you want, simply use animation.Play(). Read the [animation...

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Answer by murkantilism

So you want the button to become larger when the mouse scrolls over it? Or it's becoming larger and you don't what it to? Assuming you *want* it to become bigger, use...

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Answer by murkantilism

Please format your code correctly, this is nearly unreadable. Also, be more specific in your question, such as which line is giving you errors. My guess is this doesn't work probably because of a...

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Answer by murkantilism

Is there a real question here? Are you just asking for high level advice? UnityAnswers is **not** a place to come and say "Please do all the work for me & write me a script that does X Y Z." My...

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Answer by murkantilism

Is there a real question here? Are you just asking for high level advice? UnityAnswers is **not** a place to come and say "Please do all the work for me & write me a script that does X Y Z." My...

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Answer by murkantilism

This is because Unity's code editor (MonoDevelop) uses the .NET framework, which requires Windows to be installed on your USB (impossible). A workaround would be to use Notepad, Notepadd++, or another...

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Answer by murkantilism

Those are parenthesis, not brackets. { } <-- These are brackets. Parenthesis are used define methods, and invoke method calls. They are used to differentiate methods from other types of code....

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Answer by murkantilism

It's spelled OUYA. Check out these websites for info on your question, this forum isn't the right place to ask this: * [One](http://unityouya.com/) *...

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Answer by murkantilism

When you instantiate a gameobject, it will not have the variables you set in the hierarchy. That simply isn't how it works. You'll have to write some code that "spawns" the objects with the correct...

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Answer by murkantilism

After poking through NVIDIA's GitHub code I found this: https://github.com/CMZCODE/GamePadSampleUnity/blob/master/ShieldControls/Assets/PadController.cs Looks like the mapping is as follows: X =...

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