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Answer by Detinator10

I didn't figure out what the line was about. But, to fix it I made the images really tall so the top(including the clear space) was off the screen. Now you can't see the green lines because they're off...

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Answer by Detinator10

The problem was that i had the first two variables in the rect set to 25 which meant it was 25 times the camera height and width and when i changed that to .5 it worked. Here is my final code(the...

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Answer by Detinator10

I know this is already answered but you could use: function OnTriggerEnter (other : Collider) { if(other.gameObject.layer == playerlayer){ //stuff here } } BTW the variable player layer is a LayerMask.

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Answer by Detinator10

If the first time you loaded the scene it was when you started the game (it's the starting scene), then theoretically the second time would be a little bit longer because it would have to destroy the...

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Answer by Detinator10

It turned out that it just does that in the editor. However, in the real game (build and run) I simply set the default screen resolution to 1366 * 768 instead of the automatic default of 1024 * 768. I...

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Answer by Detinator10

It ended up being that my REsume() code was looping over and over again because it would spawn more and more LoadingScripts which would then load more and more I got over it by using a static bool...

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Answer by Detinator10

So it turned out that my orignal code did work. The white screen was just my level loading and unfortunately it was covering up my fade animation.

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Answer by Detinator10

I set the default aspect ratio to 1366 x 768 in the player settings. Build settings > player settings.

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Answer by Detinator10

What was wrong was in my foreach loop, I thought h.Equals would assign it. But, .Equals is not the same as = and so I was not loading it correctly. All in all a problem with loading not saving though.

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Answer by Detinator10

I ended up using a base class and then overriding it.

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Answer by Detinator10

I ended up using the forum link. The link is right here: http://forum.unity3d.com/threads/replace-game-object-with-prefab.24311/ it worked really well for me although I assume TRG96's answer would work...

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Answer by Detinator10

I would just have the player's position set to the door when it loads the new scene. So have it use DontDestroyOnLoad and then just run a function after you change scenes that places your character...

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Answer by Detinator10

I didn't figure out what the line was about. But, to fix it I made the images really tall so the top(including the clear space) was off the screen. Now you can't see the green lines because they're off...

View Article


Answer by Detinator10

The problem was that i had the first two variables in the rect set to 25 which meant it was 25 times the camera height and width and when i changed that to .5 it worked. Here is my final code(the...

View Article

Answer by Detinator10

I know this is already answered but you could use: function OnTriggerEnter (other : Collider) { if(other.gameObject.layer == playerlayer){ //stuff here } } BTW the variable player layer is a LayerMask.

View Article


Answer by Detinator10

If the first time you loaded the scene it was when you started the game (it's the starting scene), then theoretically the second time would be a little bit longer because it would have to destroy the...

View Article

Answer by Detinator10

It turned out that it just does that in the editor. However, in the real game (build and run) I simply set the default screen resolution to 1366 * 768 instead of the automatic default of 1024 * 768. I...

View Article


Answer by Detinator10

It ended up being that my REsume() code was looping over and over again because it would spawn more and more LoadingScripts which would then load more and more I got over it by using a static bool...

View Article

Answer by Detinator10

So it turned out that my orignal code did work. The white screen was just my level loading and unfortunately it was covering up my fade animation.

View Article

Answer by Detinator10

I set the default aspect ratio to 1366 x 768 in the player settings. Build settings > player settings.

View Article
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