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Answer by Robert Carlsson

Why don't you make your own? Make an empty gameobject, add a script that destroys it after your wanted duration. Then add a particle system to it that shots out a quick burst of red particles in your...

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Answer by Robert Carlsson

Sorry that I haven't replied. The way I solved it was by checking if an enemy was within my screen(or visual range). Then I calculated if the enemy was within an angle of -22.5 to + 22.5 infront of me....

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Answer by Robert Carlsson

Your OnCollisionEnter is wrong, Instead of (Collision col) you need (Collider col). Correct line should be: void OnCollisionEnter (Collider col)

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Answer by Robert Carlsson

The Debug is on "your side" of the RPC call, try putting it inside SetHealth and see if you still get the message. If not the recieving computers never gets the call, do you have an established...

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Answer by Robert Carlsson

Make a script attached to the player instead of the coin as mentioned above. My suggestion is making a script on the player that looks something like this: var coinsRemaining : int; function Awake() {...

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Answer by Robert Carlsson

My suggestion would be to always read docs.unity3d.com/Documentation, there you can read about the OnCollisionEnter and see: Note that collision events are only sent if one of the colliders also has a...

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Answer by Robert Carlsson

Are you sure your boxes don't have rigidbodies on them? If you have multiple rigidbodies in the same hierarchy with colliders overlaping eachother problems like that may occur.

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Answer by Robert Carlsson

Here is a save script! using UnityEngine; using System.Collections; public class SaveScript : MonoBehaviour { public static SaveScript instance; void Awake(){ if(instance == null) instance = this as...

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Answer by Robert Carlsson

As mentioned above the other players will as it is now get their locally saved name on every player. So firstly if you want to send your name to other clients use: networkView.RPC("getName",...

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Answer by Robert Carlsson

From what I can see you're spawning the player then changing level, so unless you use don't destroy on load on the player it won't be there when your scene loads. OnConnectedToServer is run as fast as...

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Answer by Robert Carlsson

The code is somewhat changed and I'm no longer using Character Joints/Rigidbodies but this is what I'm using now, don't know if the problem stated above is solved. It's only not a problem for me...

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Answer by Robert Carlsson

Went back to old backup and rewrote a lot of work, the problem above is no longer there for me.

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Answer by Robert Carlsson

Why don't you make your own? Make an empty gameobject, add a script that destroys it after your wanted duration. Then add a particle system to it that shots out a quick burst of red particles in your...

View Article


Answer by Robert Carlsson

Sorry that I haven't replied. The way I solved it was by checking if an enemy was within my screen(or visual range). Then I calculated if the enemy was within an angle of -22.5 to + 22.5 infront of me....

View Article

Answer by Robert Carlsson

Your OnCollisionEnter is wrong, Instead of (Collision col) you need (Collider col). Correct line should be: void OnCollisionEnter (Collider col)

View Article


Answer by Robert Carlsson

The Debug is on "your side" of the RPC call, try putting it inside SetHealth and see if you still get the message. If not the recieving computers never gets the call, do you have an established...

View Article

Answer by Robert Carlsson

Make a script attached to the player instead of the coin as mentioned above. My suggestion is making a script on the player that looks something like this: var coinsRemaining : int; function Awake() {...

View Article


Answer by Robert Carlsson

My suggestion would be to always read docs.unity3d.com/Documentation, there you can read about the OnCollisionEnter and see: Note that collision events are only sent if one of the colliders also has a...

View Article

Answer by Robert Carlsson

Are you sure your boxes don't have rigidbodies on them? If you have multiple rigidbodies in the same hierarchy with colliders overlaping eachother problems like that may occur.

View Article

Answer by Robert Carlsson

Here is a save script! using UnityEngine; using System.Collections; public class SaveScript : MonoBehaviour { public static SaveScript instance; void Awake(){ if(instance == null) instance = this as...

View Article
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