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IT Student


3h
comment Background music selected and stored into a variable for later playback not working
I have the music.cs attached to an orthographic camera for my 2D game.
2d
comment StartCoroutine function inside TriggerOnEnter2D not working - unity + kinect
Ohh i'm sorry i misunderstood, so like a class where i can attach the target scene rather than going around adding a switch statement! Great suggestion, Dint even cross my mind! Thank you very much :)
Nov
19
comment StartCoroutine function inside TriggerOnEnter2D not working - unity + kinect
OnTriggerStay2D I will start coroutine but as soon as my hand cursor (trigger) moves out of the button, i want it to stopcoroutine by calling StopCoroutine("WaitRespondForButton"); inside TriggerExit2D, but its not working, its still jumping to the next menu after 5 seconds are up?
Nov
19
comment StartCoroutine function inside TriggerOnEnter2D not working - unity + kinect
I tried looking for MenuItem but dint quite understand the concept, Thank you so much for the answer it works
Nov
18
comment StartCoroutine function inside TriggerOnEnter2D not working - unity + kinect
okay thankyou, i have changed it to OnTriggerStay2D! but the funny this is when i attached the script to the button object rather than the cursor object . . it seemed to be working fine then
Nov
18
comment StartCoroutine function inside TriggerOnEnter2D not working - unity + kinect
Does it have any method for adding wait or something, i'll check it out ! Thank you
Dec
16
comment Scaling Skeletal values to be able to reach objects on the screen
In xna .. I'm doing toggle full screen mode!! and use graphic viewport to get the maxwidth and maxheight to use in place of resolution.X and resolution.Y
Dec
15
comment Scaling Skeletal values to be able to reach objects on the screen
I am using that formula and it doesnt help
Oct
9
comment Using 2D sprites and 3D models together
ClassicThunder.. im still awaiting ur reply for .3DS extension i have already added my links and models in tht thread
Oct
8
comment Using 2D sprites and 3D models together
Im using themes..thats why I have these bool statements.. If theme selected then do this . . or do that ..So i thought a general sprite.Begin() and sprite.End() should help
Oct
5
comment How to determine the end of list has been reached?
f is just storing a string file path . . for the stream reader to read from . .
Oct
5
comment Creating models in 3ds max and exporting as .x for XNA
I have added the solution and the .3Ds files
Oct
5
comment Creating models in 3ds max and exporting as .x for XNA
I dont think the error is because of my model.. i will upload both the model and the error so you can see..cos it happens regardless of what .3ds model i'm using
Oct
4
comment Creating models in 3ds max and exporting as .x for XNA
But now there is a huge error..once i did select the content importer to .3DS object . . i'll add it above the img
Oct
4
comment Creating models in 3ds max and exporting as .x for XNA
Okay my bad.. i added the osiris.content.pipeline.dll not in my contentpipeline but in the main project . .so now i can select .3ds obj - osiris framework
Oct
4
comment Creating models in 3ds max and exporting as .x for XNA
I did already but i still dont see xW port exporter anywhere
Oct
4
comment Creating models in 3ds max and exporting as .x for XNA
After adding all the dlls.. i have built my project already ..i dont see .3ds content importer but xna gives a Warning2 The referenced assembly "Osiris.Content.Pipeline" could not be resolved because it has a dependency on "Microsoft.Build.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" which is not in the currently targeted framework ".NETFramework,Version=v4.0,Profile=Client". Please remove references to assemblies not in the targeted framework or consider retargeting your project. SimpleCamerasTutorial
Oct
4
comment Creating models in 3ds max and exporting as .x for XNA
So i selected the properties and set the content importer to be Autodesk - FBX and content processor to be Model-XNA? it does display the .3DS models now but the texture is lost somehow
Oct
4
comment Creating models in 3ds max and exporting as .x for XNA
Okay . . i did that and i added all the .dlls (osiris,osiris.content.pipleline,nexus,meshellator) and then added my model using content.load now XNA says cannot autodetect which importer to use for neby.3ds . . Specify the importer than handles this file in your project
Oct
4
comment Creating models in 3ds max and exporting as .x for XNA
Omg . . thank you i got all the .dlls needed and their demos are also working.. but one last question . . the models they are using in their demos are .fbx and not .3ds ..so all i needed to do is just use the Content.Load<Model>("Myspace") and myspace can be a .3ds file ?