Answer by Mortoc
Photon and SmartFox are for synchronous communication; real-time multiplayer games. Web services are used for asynchronous communication; high score saving, login systems, etc. If your need is...
View ArticleAnswer by Mortoc
You want to detect direction of vectors by using the dot product. if( Vector3.Dot(transform.forward, Vector3.forward) > 0.0f ) // dude is walking forward Here's a pretty clear way to learn about dot...
View ArticleAnswer by Mortoc
I see a couple problems: - ToList returns an object of Type List and you're attempting to assign it to a Transform[]. - ToList(Transform) should read ToList(transform) (get the instance name, not the...
View ArticleAnswer by Mortoc
You'll need a couple things. 1. An efficient way to detect proximity. [Physics.OverlapSphere][1] or just colliders set as triggers are good for this. This is so you can say, "Enemy is close to player,...
View ArticleAnswer by Mortoc
It is very easy to copy any object. Use [UnityEngine.Object.Instantiate][1] You can also procedurally move things around very easily in unity: "GameObject.transform.position = someVector3;" You can...
View ArticleAnswer by Mortoc
How is the font asset saved? if it's not, maybe try forcing it to import as Unicode instead of dynamic.
View ArticleAnswer by Mortoc
What sort of DLL are you talking about here? A .net DLL can just be dragged in to unity (assuming it doesn't have any weird requirements like System.Windows). If it's a native dll (from C++ or...
View ArticleAnswer by Mortoc
The *most* efficient way would be to use option 2 (GUITexture with alpha across the screen) for a single frame, setting the camera to not clear out the display buffer and then disable rendering of...
View ArticleAnswer by Mortoc
I'm not sure why the script wouldn't compile straight out of the box, but the compile error looks simple enough to fix. It's an interface you implement rather than a base class to extend. You can use...
View ArticleAnswer by Mortoc
It would look something like this. You could put this script on a GameObject and in the editor set up as many units in that array as you want. I do recommend using better names than I did: public class...
View ArticleAnswer by Mortoc
Sounds like z-fighting. Try using a shader that includes an offset. Simple example: Shader "No More Z Fighting/Foreground Element" { Properties { _MainTex ("Main Texure (RGBA)", 2D) = "" {} } SubShader...
View ArticleAnswer by Mortoc
There's a couple different things going on in From Dust, but I think the basic thing you're looking for is the [Marching Polyhedrons][1] algorithm. It's used to generate a 'shell mesh' over a point...
View ArticleAnswer by Mortoc
Your iteration variable has the same name as your member variable. Change the iterator (ent1) variable to a different name.
View ArticleAnswer by Mortoc
You can use the GUIStyle.CalcHeight function for this: http://docs.unity3d.com/Documentation/ScriptReference/GUIStyle.CalcHeight.html I'm assuming that the variable 'Answer' is your GUIStyle and...
View ArticleAnswer by Mortoc
You can use the normal C# System.Threading library. Here's the official MSDN tutorial: http://msdn.microsoft.com/en-us/library/aa645740(v=vs.71).aspx Just be careful not to call any Unity API functions...
View ArticleAnswer by Mortoc
If you keep track of your "wall" or plane as point-normal, it's really easy ([Khan academy link for the math involved][1]). The code would look something like this: Vector3 wallToObject = wall.position...
View ArticleAnswer by Mortoc
Sounds like a decent time to use a Coroutine. Something like this: IEnumerator RunEvent() { while(varfloat < instant) { varfloat += Time.deltaTime; yield return 0; } RunEvent(); }
View ArticleAnswer by Mortoc
You should be able to make them all the same mesh without adding tris. In your 3D modeling tool just combine all the meshes in to a single object. For prop-sized objects, that's pretty much the rule of...
View ArticleAnswer by Mortoc
Bug in your code. You probably want this: void Start () { GameObject newobj = new GameObject("Testing"); newobj.transform.parent = transform; // this transform, not the parent...
View ArticleAnswer by Mortoc
You can use http://docs.unity3d.com/Documentation/ScriptReference/TextAsset.html I recommend formatting your data in JSON or XML so that it's easier to read/maintain later on.
View ArticleAnswer by Mortoc
The problem you have is here: movement.x = Input.GetAxis("Horizontal") * speed; movement.z = Input.GetAxis("Vertical") * speed; You're applying movement in "world-space". If you want to move in...
View ArticleAnswer by Mortoc
Typo in the function name: OnControlerColliderHit should be OnControllerColliderHit
View ArticleAnswer by Mortoc
Well, moving is getting set to true and it's defined outside the scope of MoveFromTo. That means the 2nd call to MoveFromTo doesn't do anything.
View ArticleAnswer by Mortoc
I'd start by looking at Lua. It's a pretty common modding language and it's pretty easy to set up in Unity. http://www.dannygoodayle.com/2013/05/31/integrating-unity-with-lua-in-two-minutes/
View ArticleAnswer by Mortoc
I've gotten this a few times too. If you navigate to your Documents folder (C:\Users\nmona_000\Documents), right-click it and hit Properties. In there, uncheck readonly under Attributes and make sure...
View ArticleAnswer by Mortoc
Nope, you can't block while waiting for a Web request, nor would you want to (your app will appear to have crashed). You can split your app in to 2 scenes, 1 would be the loading scene that does the...
View ArticleAnswer by Mortoc
Instead of myTransform.Translate (Vector3.up * lightningSpeed * Time.deltaTime); try: myTransform.Translate (transform.forward * lightningSpeed * Time.deltaTime); This uses the forward vector on the...
View ArticleAnswer by Mortoc
Right now your scripts are modifying transform and rigidbody. You want to modify one or the other per-gameobject, not both. Also, any modifications to rigidbody should be done during the Physics...
View ArticleAnswer by Mortoc
// assuming the ground is on it's own layer called 'ground-plane' int mask = 1 << LayerMask.NameToLayer("ground-plane"); // get the 2 camera-corner rays Ray topRightRay =...
View ArticleAnswer by Mortoc
Move this code from Update to FixedUpdate since it's dealing with physics (the rigidbody).
View Article