Answer by Andrew_Kenady
In general, things that are present in the Project pane independent of the scene hierarchy are persistent when in play mode. This means things like textures, materials, assets, etc. will keep your...
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Try changing this: ---------- if (other.gameObject.tag == "Enemy") { Debug.Log("Hit! " + other.name); ---------- to this: ---------- if (other.gameObject.tag == "Enemy") { myEnemy =...
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I assume that this script is added to the player, yes? If so, your issue lies in this part: if (col.gameObject.tag == "Enemy") { Destroy(gameObject); In this line, you've destroyed the gameobject that...
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Odds are, you probably want to take the cursor position (Input.mousePosition) each frame, apply it to the position of your player, and then reset the mouse to the center of the screen. This is what...
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You can add a script to the camera that simply updates the camera's position to the player's position. Something like this: public class CameraScript : MonoBehaviour { public GameObject player; private...
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bool wasKeyADown; void Update () { if(Input.GetKey(Keycode.LeftControl) && Input.GetKey(Keycode.A) && !wasKeyADown) { //Have a party } wasKeyADown = Input.GetKey(KeyCode.A); }
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Regardless of your script's function, you can choose Freeze Position > Y under Constraints on your player's Rigidbody component.
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There are many ways to locate and manipulate game objects. [GameObject.Find(string name)][1] [FindObjectOfType()][2] [FindGameObjectWithTag(string tag)][3] [Transform.Find(string name)][4] and many...
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I'm a bit confused by your question. The way I've interpreted what you've asked is "how can I preserve collision while not using a character controller or rigidbody forces?". If this is the case, all...
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bool _pressed = false; void OnGUI () { GUI.Box(new Rect(10,10,180,80), "Debug Menu"); _pressed = GUI.Button(new Rect(20,40,160,20), "Space"); }
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