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1

I dont think you can turn off the vibration feature of the device. Your game will not vibrate the device unless you call Handheld.Vibrate(), so in your Toggle function why not just set a bool to true or false and do a check against that bool when you want to vibrate. You can actually implement a Toggle control from UnityEngine.UI and use its OnValueChanged ...


0

Not really an expert on the subject but after reading your question it gave me an idea, why not use a static IP to host the server which you then set the limit to the maximum player size(16). Similar to how you would host a private Agar.io server(https://www.youtube.com/watch?v=2NSBKKj8kqg). Probably sounds stupid but just trying to help you see it from a ...


3

I'm not really a fan of this : if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask { firstBody = contact.bodyA secondBody = contact.bodyB } else { firstBody = contact.bodyB secondBody = contact.bodyA } and prefer to do the following: let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask ...


0

I fixed it: import SpriteKit func + (left: CGPoint, right: CGPoint) -> CGPoint { return CGPoint(x: left.x + right.x, y: left.y + right.y) } func - (left: CGPoint, right: CGPoint) -> CGPoint { return CGPoint(x: left.x - right.x, y: left.y - right.y) } func * (point: CGPoint, scalar: CGPoint) -> CGPoint { return CGPoint(x: point.x * ...



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