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Answer by InfernoZYB

this is what i did for mine and it works. (Yea i know about a year later...) public TextMesh text; // Use this for initialization void Start () { text.text = photonView.owner.name; } // Update is...

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Answer by InfernoZYB

A little late but this script works fine all you gotta do is make a text mesh and assign it. public TextMesh text; // Use this for initialization void Start () { text.text = photonView.owner.name; } //...

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Answer by InfernoZYB

Ok so what you are looking for is said above multiple times, make a cube, disable mesh renderer. Make the green outlines of the cube match the size of your box, on the collider check isTrigger. Then...

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Answer by InfernoZYB

This happens to me all the time, all i do is go onto my anti virus (i have mcafee) and turn off Real-Time Scanning. it might be the same for other anti viruses.

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Answer by InfernoZYB

If you are using the new UI i have made a script. It took me about 30 seconds to figure this out. Now this code will work for 4 buttons, if you want more its kinda simple. Now to apply this script make...

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Answer by InfernoZYB

I myself have worked with PUN and think its a great system as it is easy to use... but if you are new, you might run into a bit of problems because of its differences between unity networking. Anyway...

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Answer by InfernoZYB

This is kinda simple xP Here i made it simple: All you need to do is make it so when they start it sets active to true and when done sets it to false also put it on your GUI with something like:...

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Answer by InfernoZYB

Correct me if im wrong but i dont know why you want two inputs. Just have it like but make sure you link the button to it: public void OnCreditsClick() { Application.LoadLevel("Credits"); }

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Answer by InfernoZYB

Yes this is possible and it is called a Enum, i have used these before and tried doing some research on Sub Categories but it would take some time. (In my opinion you dont need Sub Categories because...

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Answer by InfernoZYB

Yea it is better to create the map in a 3d software because unity has around 65k limit on collides. I myself made a massive world and used random tree placer with 100k and it starts to get wonky. I...

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Answer by InfernoZYB

Unity has around a 65k limit on colliders so you want to keep things under that. I had the same plan that you did when i wanted to make a game so i placed 100k trees and things started getting wonky......

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Answer by InfernoZYB

I use Chrome all the time! All I did was enable NPAPI then go to the webpage and in the top right corner in the URL bar there should be a red puzzle piece just click on it then click allow plugins on...

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Answer by InfernoZYB

DoTA_KAMiKADze has got the right answer but I will post some images to help direct you: First Select you're Canvas. ![alt text][1] Then on the inspector it should look like this. ![alt text][2] Change...

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Answer by InfernoZYB

Just leave it on default unless you know what you are doing. ![alt text][1] [1]: http://i.gyazo.com/63cfe03067603a079d873b9deb858e3d.png

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Answer by InfernoZYB

I recommend you check out PlayerPrefs. "[PlayerPrefs][1]". Here is you're script modified that should work. Also with this method you could add a "save" feature. Now since you did not provide me with a...

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Answer by InfernoZYB

This one was a little different but i have made a script for you! :D Hope it works to what you need it for and if you need help comment below. using UnityEngine; using System.Collections; public class...

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Answer by InfernoZYB

With this script it is quite simple. Go onto you're prefab and make sure all components are disabled then just replace you're code with this(See if it works, if not comment below and i will double...

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Answer by InfernoZYB

Simple: ![alt text][1] ![alt text][2] [1]: http://i.gyazo.com/f1451da62daf17fcce8eda32b6093030.png [2]: http://i.gyazo.com/d281fc37ddde295cd5628c1401f122c4.gif

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Answer by InfernoZYB

Using unity terrain it has a terrain save data. If you duplicate it, it would both have the same data so what you do to one does to the other. If you want one the same you would have to copy the...

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Answer by InfernoZYB

There is a simple one on here: [Link][1] It is pretty good and I myself use it but in my game when the zombie can't "see" the player is just stays in place. I have modified it so when the zombie can't...

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Answer by InfernoZYB

Simple just instant irate a new object and delete the other one or remove the script and add it here is a simple script for ya. Straight from one Google search. // Adds the sphere collider to the game...

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Answer by InfernoZYB

Maybe try doing PhotonNetwork.Destroy(this.photonView); That's what seems to work for me.

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Answer by InfernoZYB

Shouldent you spawn the hazard first? Like this: public GameObject hazard; public Vector3 hazardPosition; void Start () { CreateWaves(); } void CreateWaves () { Vector3 position = new...

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Answer by InfernoZYB

Hmmm Try using an audioclip insted of an object. Try this. Never tried this but should work. public AudioClip[] Sounds; void Update(){ if(!GetComponent().isPlaying){ PlayRandomMusic(); } } void...

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Answer by InfernoZYB

A few months late but i have made a few or more in Visual Studio. C# seems to work great and i made a launcher that keeps my game up to date, Downloads (With Download rate and progress bar), newsfeed...

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Answer by InfernoZYB

A little late but im making a series on these. I have 1 episode out so far and will make another soon! youtube.com/watch?v=U5UMGyCQG4w

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Answer by InfernoZYB

Just make sure no game objects are Static. Terrains by default are static. The static is in the corner of the inspector.

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Answer by InfernoZYB

Umm this is your script. It was missing the OnCollisionEnter... If this is right then make sure you check the above peoples answers as right because i just put theirs into your script. using...

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Answer by InfernoZYB

You could do Hexers answer but if its not assign make it so the launcher stops playing. public GameObject ABC; if(ABC != null){ //Line of code } else { Debug.LogError("assign the gameobject ABC in the...

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