Answer by Peter G
You shouldn't need to do any uv work. Just some clever texturing. Make a gradient bar then have an alpha cutoff based on how loaded the scene is. See Eric's answer here for a good place to start....
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I don't really use `boo`, but if it's much like C# or js, then you should be able to take out the cast and then it will probably be okay. class scriptEnemy(MonoBehaviour): public tr as Transform = null...
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Try this: var script : PlatformMovement; //This shouldn't be a static variable. function OnTriggerEnter(object : Collider) { if(object.CompareTag("Platform 2") { script =...
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The problem is with the implied delegate [ElapsedEventHandler][1]. Your function `_timer_Elapsed` doesn't fit the signature because it returns an IEnumerator. Now you have two choices how to fix it....
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My first guess is that you are overwriting it somewhere later down the function or something along those lines. I would see if the `playerState` becomes `"climbing"` during the frame its pressed. So...
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I haven't ever developed for the windows 8 touch screen so I don't know if it works with `Input.GetTouch()`, but if it does, then you should be able to do: var touch = Input.GetTouch(0); var deltaX =...
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Unity doesn't use the generic web JavaScript. It's built on top of the Mono framework which is based on the .Net framework. You probably want use `String.IndexOf()` as documented [here][1] var data =...
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Your problem is that you are trying to index wrong. You use square brackets to index, not ()'s. Hence this: Legs.animation("WalkForward").speed = _LeftJoy.position.y; should be this:...
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I'm a little curious why you are pushing this operation to another thread? But for starters, the delayed execution functionality of `yield` that Unity only works if you call it from `StartCoroutine()`....
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Unity does not include any built-in functionality to implement forcefields, but it provides plenty of tools to set it up. I would set up a system something like this: - Each field source has a function...
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It usually means that you have a mesh collider (with attached rigidbody) that isn't totally enclosed or is non-manifold.
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That's probably the easiest way to do it. Yes. The only thing I would worry about is overdraw. Putting a plane over the whole screen essentially means you have to draw every pixel at least twice. So...
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It's because whoever wrote the code is writing it into a Vector3. The `?:` (It's called the conditional/ternary operator) is setting the x value of the Vector3. Then the y component is 0, and the z is...
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The general equation for linear interpolation is your second one. Output = (1 - t) * Input1 + t * Input2 It can nicely be expanded to higher degrees (see Bezier curves) and vectorized. Just treat the...
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From my experience, you actually have to get the particles before you can set them. Not every frame, but at least once you need to get some existing particles before you change them and reassign them....
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You really shouldn't compare floats this way, but the comparison operator is two equal signs: if (StackNum == 1) { }
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You should just be able to add the initial value to the result of `Mathf.Repeat()` var answer = 50f + Mathf.Repeat( Time.time * TimeMultiplier , 50);
View ArticleAnswer by Peter G
I see what you're trying to do, and it could work. It just seems like a rather circuitous way of doing it. I might try something like this. Vector3 offset = target.position - transform.position;...
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