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Answer by schwertfisch

I am very new to Javascript but on similar occasions I use something like:function OnTriggerEnter (col: Collider) { if (col.gameObject.tag == "wall"){ Instantiate(soundEffect, transform.position,...

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Answer by schwertfisch

You make a script and attach it to the prefab. You can call it "autoDestructor.js" or something. It will destroy your prefab after "lifespan" in seconds has passed.JavaScript:var lifespan : float;...

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Answer by schwertfisch

The script is OK, there was another script running on objectA that prevented tags changes. Sorry to anyone who spent their time trying to figure it out!

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Answer by schwertfisch

Being a Unity novice, I hadn't attached RigidBody component to objectA and that caused the problem. Thanks again Tuck for bothering to answer :)(I'll have to wait a day before checking my own answer)

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Answer by schwertfisch

Have a similar problem. Here's what I've used till now.I have 2 arrays, one comprised of the possible collectibles to be spawned randomly and another comprised of the empty tiles (where a spawning can...

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Answer by schwertfisch

To make games with Unity, you basically need to use JavaScript and/or C# and/or Boo, as you can see here. Using one over the other has its pros and cons, but more or less all three languages can offer...

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Answer by schwertfisch

it's because you should write: var script : scriptRotate; instead of this (no gap).

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Answer by schwertfisch

you could define a variable, that's the number of diamonds. You'll have to check this number everytime a player makes a move. So, everytime a player makes a move, a function to check the number of...

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Answer by schwertfisch

I am very new to Javascript but on similar occasions I use something like:function OnTriggerEnter (col: Collider) { if (col.gameObject.tag == "wall"){ Instantiate(soundEffect, transform.position,...

View Article


Answer by schwertfisch

You make a script and attach it to the prefab. You can call it "autoDestructor.js" or something. It will destroy your prefab after "lifespan" in seconds has passed.JavaScript:var lifespan : float;...

View Article

Answer by schwertfisch

The script is OK, there was another script running on objectA that prevented tags changes. Sorry to anyone who spent their time trying to figure it out!

View Article

Answer by schwertfisch

Being a Unity novice, I hadn't attached RigidBody component to objectA and that caused the problem. Thanks again Tuck for bothering to answer :)(I'll have to wait a day before checking my own answer)

View Article

Answer by schwertfisch

Have a similar problem. Here's what I've used till now.I have 2 arrays, one comprised of the possible collectibles to be spawned randomly and another comprised of the empty tiles (where a spawning can...

View Article


Answer by schwertfisch

To make games with Unity, you basically need to use JavaScript and/or C# and/or Boo, as you can see here. Using one over the other has its pros and cons, but more or less all three languages can offer...

View Article

Answer by schwertfisch

it's because you should write: var script : scriptRotate; instead of this (no gap).

View Article


Answer by schwertfisch

you could define a variable, that's the number of diamonds. You'll have to check this number everytime a player makes a move. So, everytime a player makes a move, a function to check the number of...

View Article

Answer by schwertfisch

ok it seems enabling and disabling components is done differently now, there's a nice youTube tutorial by Unity that explains how I should have done it:...

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Answer by schwertfisch

Thanks to everybody that has contributed to this solution. I work on MacOS. I downloaded: **tools_r25.2.5-macosx.zip** from the link provided above AND NOT: **sdk-tools-darwin-3859397.zip** that is...

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