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Answer by Valentin_B

If your view is classical rts camera (screen scrolling when the mouse pointer reaches the borders of the screen), then you need to use Input.mousePosition it will give you a vector3. x and y are the...

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Answer by Valentin_B

> Where the if statement is returning the out of range error. Is it because the list doesn't actually contain any elements yet? Yes. do if(_activeNotifsList.Count > 0) { //do something } instead.

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Answer by Valentin_B

To retrieve a component I almost always use the following syntax: //you don't need to access the gameObject reference, it makes you go another unecessary GetComponent call. SceneManager sm =...

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Answer by Valentin_B

Hello, maybe try to set the `particles.enableEmission` boolean to false and then back to true while playing?

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Answer by Valentin_B

you just need a bit of logic and read up the documentation: void OnCollisionEnter(Collision other) { if(!other.gameObject.CompareTag("Enemy")) { Destroy(gameObject); } }

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Answer by Valentin_B

Not even the asset server can handle scene versionning/conflicts further than "discard server changes/my changes". This is a big issue, since this feature is so expensive you'd think they'd have...

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Answer by Valentin_B

> I mean if bool state true rotate object, if not don't rotate Well, just like you said if(state) { transform.Rotate(0,50,0); }

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