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Answer by Ericool

for movement I suggest you to create a coroutine , in this coroutine that updates each seconds for instance , you increment a float like float ForceMagnitude , then in the update method , enter this...

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Answer by Ericool

If you plan to do networking , like every games each client needs to download the application . The application will contain a Network component where you can distribute sockets . Make sure to create a...

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Answer by Ericool

If you simply dont need the parent sometime , keep the reference and set child transform.parent to null , then when you need it back set it to the reference you kept. Hope that help

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Answer by Ericool

http://www.moddb.com/tutorials/unity3d-creation-of-touch-input-mobile But look at Asset Store if there is something already done for you

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Answer by Ericool

look at constraint if position.y is disable perhaps

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Answer by Ericool

make sure that target is never null otherwise that functionnality must be disabled . What you can do is calling a coroutine for each bullet instantiated , that coroutine is simply lookat(target) at...

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Answer by Ericool

what I am wondering is if you can really change the mesh by cutting the worm mesh in two . If so , then what you can try is that when you are slicing the worm you are creating a vector , what is on the...

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Answer by Ericool

make sure howMany is smaller than or equal to 9 array is of size 9 but no init for index 6,7,8 . Then you clear that unadress index ? check that by simply allocating a array of 7 and clearing an array...

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Answer by Ericool

You can use polymorphism and encapsulation like so : public class PieceOfShip : MonoBehaviour { virtual void update(){return;} virtual void render(){return;} } public class Gun : PieceOfShip { override...

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Answer by Ericool

The thing is that you can enable or disable any component at any time , that means that if you are not shooting or whatever , none is enabled , but if you are , then the approximate region of where the...

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Answer by Ericool

OnTriggerStay is not recommended actualy , in my opinion . You should set a bool to true if OnTriggerEnter() is called and set it false when OnTriggerExit() is called . Then in a coroutine or in...

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Answer by Ericool

The issue seems to be coming from ambiant lighting perhaps. You can configure in your scripts scene attributes such as ambiant lighting and LOD , number of rays , etc. Try RenderSettings and...

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Answer by Ericool

the easiest thing would be to translate the camera with a script using a certain speed and a box collider with the player to stop moving if OnTriggerEnter .

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Answer by Ericool

put them all in a static array within a script that is init but not updated , create a method to return the ref w/ param an index . But the simpliest solution is to design your architecture first ....

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Answer by Ericool

when working with physic use vector instead of float there is already plenty of method and operator overload for you . Then you can simply * two vectors or call normalize() or simply calculate the sum...

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Answer by Ericool

GetComponent(); or GetComponent("PlayerFisica"); also make sure it is not null if(playerFisica) { //.... } if your script does not contain Move creates it , or maybe the name is wrong or you simply put...

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Answer by Ericool

well using OnTriggerEnter and RayCast are two differents techniques first off . If we enter in OnTriggerEnter that means that isTrigger is enable , check that first . Second , OnTriggerEnter works once...

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Answer by Ericool

could we see some pic or code ?

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Answer by Ericool

when you are playing with the editor, it loads your public prefabs or scripts so there is no worry with that , but a good practice is to load them , even other resources and when needed you copy them ....

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Answer by Ericool

the script should go at the parent (Object1) , then this one fix its rotation whatever and fix a specific or all child localRotation. Because is it the knife who decide or the knight ?

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