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Answer by dscroggi

One time I set an Object's tag to 'Editor Only' without knowing that it wouldn't even run in a build. Possible solution.

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Answer by dscroggi

Well I'm no expert but Input.touches returns an array of all touches. It stores the position of each touch also. If you're positive that the first two touches will always be a pinching gesture you...

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Answer by dscroggi

> 1) What is needed to build a MMO? 2)> in what order is best to build MMO> components? 3) If a sever is needed> what sort of server? 4) would the> server need to be running on MY>...

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Answer by dscroggi

I'm guessing the amount is stored in a player class. If there is only one player you could make the amount static: public static int amount; In your trigger function: void OnTriggerStay (Collider Door)...

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Answer by dscroggi

Unity networking is pretty solid for small multiplayer, which is what it's designed for. Of course if you want hundreds of users you would need to go with an out of box solution like Photon, Smartfox,...

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Answer by dscroggi

After seeing several people post this, I must say it seems that are enough people interested in rolling their own MMO server. It is worth noting that this is possible and quite fun actually after about...

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Answer by dscroggi

If you're interested in following the development process of an MMO Server, I'm doing exactly that on a blog [here][1] What you're asking is entirely possible, and you will have tons of people tell you...

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Answer by dscroggi

Throw this utility script on any game object and it will not get destroyed when scenes change. Make sure that game object has your static data on it. Btw as far as I'm concerned, static data is faster...

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Answer by dscroggi

[http://files.m2h.nl//js_to_c.php][1] [1]: http://files.m2h.nl//js_to_c.php Courtesy of the guys at M2H game studio in the Netherlands.

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Answer by dscroggi

Sure! I am using the same methods in my own project right now. First let me say that a guy named Petey has a youtube channel called BurgZergArcade that has some really awesome Unity3d C# programming...

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Answer by dscroggi

[http://www.youtube.com/watch?v=YYqzz1dy3Ak][1] [1]: http://www.youtube.com/watch?v=YYqzz1dy3Ak

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Answer by dscroggi

Try this: [http://docs.unity3d.com/Documentation/ScriptReference/CharacterController.Move.html][1] [1]: http://docs.unity3d.com/Documentation/ScriptReference/CharacterController.Move.html

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Answer by dscroggi

Calculus >< You could even adjust the prices in real time based on what's being bought. Although, if that's something you're interested in, you might be best off working the stock market. Could...

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Answer by dscroggi

Here are three possible solutions: 1. Use Unity's networking. The pros of this are that it's very simple and quick to learn and also you can use them for free. From experience these work well and are...

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Answer by dscroggi

[System.Serializable] public class ButtonExample : MonoBehaviour { public string[] Text = new string[4] {"text1", "text2", "text3", "text4"}; public List MyList = new List(); public class IntValueClass...

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Answer by dscroggi

http://www.youtube.com/watch?v=li6ha2d8Arw BurgZergArcage on how to make statistics.

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Answer by dscroggi

Maybe something like this? transform.rotation = Quaternion.Slerp(transform.rotation, target.rotation, damping); transform.position = transform.rotation * Vector3.back * offset + target.position +...

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Answer by dscroggi

Yes, it's possible. There are three ways to do it. 1. Child a static mesh to an animation bone. 2. Bake animations on to the armors and put them on top. 3. Use multiple Materials to create the illusion...

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Answer by dscroggi

Well in general there should be two things happening. First the camera should have a home, and when it is not there, slowly move to it. The second thing is to set the home of the camera based on the...

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Answer by dscroggi

Try setting wheelsArray to an array of WheelCollider[] and call GetComponentsInChildren(WheelCollider) as WheelCollider[] The computer forgets it's a WheelCollider when it downcasts to Component. It's...

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Answer by dscroggi

You're totally right. I'm having that same problem. Here's how I'm fixing it, if all your terrains are the same size. I'm planning to make a Scene script and attach it to one gameobject that parents...

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Answer by dscroggi

Let me get this straight, you want to send the 'Fire' function over the network so that other players get hit/see the sparks on the wall and you also want to send the mouse look over the network so...

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Answer by dscroggi

Hmm how about a timer script with a public static method that can register your coroutines and call from your OnExecute? using System; using System.Collections.Generic; using UnityEngine; public class...

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Answer by dscroggi

That raycast is going to be true on all the nodes because it doesn't specify which node it's hitting. Try this, it's going to need some fixing up though function Update () { if(Input.GetMouseButton(0))...

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Answer by dscroggi

Something like this maybe? var gameMessageFont : Font; var current : int = 0; var questions : String[]; function Start () { GUI.skin.font = gameMessageFont; questions = ["Question 1", "Question 2"]; }...

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Answer by dscroggi

Great question Definitely use classes, if the characters are different types use an abstract base class. The absolute best way is to use a database of course, next best would be a less permanent form...

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Answer by dscroggi

I cast a vote for IEnumerable

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Answer by dscroggi

hard to tell with only the client code. looks ok overall just see one thing, setbuffer is not getting called before the receive try [this] video series, it uses saea[1] [1]:...

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