Answer by luniac
Ok i fixed it... apparently i had to connect the script to the camera, instead of an empty gameobject like i had... also this is my updated working code... var blue : GameObject; private var mousePos :...
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#pragma strict var shadowProjector : Projector; // the shadow projector var shadowDistanceTolerance : float = 0.5; // positive number used to cast shadow on terrains correctly private var hit :...
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Unlike these hardasses ill at least give you suggestions where to start.... look up OnCollisionEnter() You can apply that to the box which basically means that you can detect when you're on top of it....
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OK.... MIN PENETRATION FOR PENALTY IS THE CULPRIT HERE... if it is left on the default of .05 then it causes a large penalty force upwards and causes a significant pop up... once i set it to 0 there is...
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Ok I don't know how the hell that other script is supposed to function, but here's mine. The "5f" value affects how high above the ball the shadow projector is, you can change it to whatever you like,...
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Umm ok i figured it out myself lol Not setting the order to -1 fixed the problem. It seems that either changing the layer still keeps the sprite rendered on top of an older sprite that is already that...
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I used texture packer to make sprite sheet of all blood to fix this, but still strange to me why the draw call count kept going up forever instead of only increasing by 2...
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OH I GOT IT!!! SETTING THE LIGHT RENDER IMPORTANCE TO IMPORTANT DID THE TRICK, NOW IT RENDERS BEAUTIFULLY AND SOFTLY ON THE BACKGROUND SPRITE. THIS IS BEAUTIFUL! and dont forget to set sprite material...
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Hey it worked Malfegor! I had my photoshop friend modify the image you supplied to white since he couldn't easily make the black background transparent because of the gradient, and the result in game...
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You can always stick 4 thin colliders as children on the object called front,left,right,back whichever one detects the collision, that's the side the collision occured on.
View ArticleAnswer by luniac
I also noticed setting multithreaded in the build options lowered fps by 5+ I'm gonna recode a part of my game so that the 3d collider is deactivated as soon as a particle interacts with it, this way...
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There's different kinds of Unity3d 2D animation: Mechanim, Legacy, Some asset from the asset store(such as 2Dtoolkit) I find mechanim to be too slow for me, but legacy animation is pretty good, i was...
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try TouchScript, its free and worked great for me after around 30 hours of fiddling around to learn how it works. https://touchscript.github.io/ u could totally create an invisible plane for the left...
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It sounds like you want tilemaps like terraria or something... i believe 2Dtoolkit has a tilemap part to their plugin and it's pretty fleshed out and optimized. Maybe that's what you're looking for.
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This is how i fixed it after hours and hours and hours of BULL****... i have neatplug social plugins, admob and facebook, they have stuff to do with the android manifest. I had to delete both plugins,...
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OH MY GOD I FIGURED IT OUT!!!! okay so here's the deal: My timestep and max timestep were both .02, I designed my game at 60 fps in the editor, and my android build runs at 60 fps as well. I have an...
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