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Answer by georgeq

**SOLVED:** The problems is that Unity becomes suspended while it is not the foreground window,so if you open two projects (client and server) the sever project becomes suspended while the client is in...

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Answer by georgeq

**SOLVED:** I just can't believe how easy it is, but the manual has no good explanation and lacks of an example. The code below is specific to my project, but I hope this example can be useful for...

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Answer by georgeq

You must first get the sprite renderer, like this: SpriteRenderer r = obj.GetComponent(); then you can easily access the texture like this: Texture2D t = r.sprite.texture;

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Answer by georgeq

To apply the force on FixedUpdate is just not enough, in order to warranty same height jumps you also need to make sure the object speed is the same... theoreticaly speed in the y axis is always cero...

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Answer by georgeq

Did you try to test it with the animation disabled? If you can keep the object at the right location with the animation disabled, then your animation is modifying the object's position, if this is the...

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Answer by georgeq

SOLVED thanks to BoredMormon Here is the code... enjoy! using UnityEditor; using UnityEngine; public class menu : MonoBehaviour { [InitializeOnLoad] public class EditorPlayMode{ static...

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Answer by georgeq

This shouldn't be a problem, as long as you keep the same dimentions. If newer version of your sprites have exactly the same width and height of the older ones, you just have to be careful to place...

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Answer by georgeq

**SOLVED** just added: tChunk[0].parent = null; Before deleting the object... It seems like Unity treats anything you do in your script as an atomic operation... so the general efect of deleting an...

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Answer by georgeq

**SOLVED:** Thanks to this question/answer: [Resetting MonoDevelop to default settings][1] [1]: http://answers.unity3d.com/questions/614735/resetting-monodevelop-to-default-settings.html

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Answer by georgeq

In order to know where to stop movement you first need to know the width of your sprite in Unity units, just select your sprite and on the inpector check the value of **Pixels to Units**, should be 100...

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Answer by georgeq

You are missing the semicolons: (;) public float moveSpeed; public float jumpHeight;

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Answer by georgeq

I'm not sure if you need the current date and time, but if it is not a requirement I would do something like this: float ElapesedTime; void Start(){ ElapsedTime = 0; } void Update(){ ElapsedTime +=...

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Answer by georgeq

Ultroman's answer is not 100% exact. The problem does not (always) occur when you trigger an animation that is currently being played. It does occur when you trigger an amination while a transition is...

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Answer by georgeq

It is not very clear what you really want, but the orthograhic size tells you how many units (say meters) the camera can see from center to top (or bottom if you like), that is 1/2 of the total visible...

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Answer by georgeq

You only need one Audio Listener, what you need is multiple AudioSources. You can play only one sound at a time per AudioSource, in order to play multiple sounds you need one AudioSource for each sound...

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Answer by georgeq

When you only have one **Animation** in the **Animation Controller**, it becomes the default animation, so it plays automatically. If you want your character to be stand still untill something happens,...

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Answer by georgeq

I don't know the Unity internals, but I trust there must be a very good reason to prevent us from using threads. Since no threads are available, the closest alternative at hand are Coroutines, you may...

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Answer by georgeq

This problem occurs when you set a trigger when a transition is still in progress. You code is generating a situation in which **playerChop** is triggered before the animation started by **playerHit**...

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Answer by georgeq

Theoretically no, however the further away you mesh is from the origin, the more distorted it is rendered, as you can see below: A model located at 0,178,0 is rendered flawlessly ![alt text][1] The...

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Answer by georgeq

**SOLVED:** The problems is that Unity becomes suspended while it is not the foreground window,so if you open two projects (client and server) the sever project becomes suspended while the client is in...

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