| bio | website | |
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| location | ||
| age | ||
| visits | member for | 4 months |
| seen | Feb 11 at 7:48 | |
| stats | profile views | 3 |
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Feb 4 |
answered | Unity's “Stats” window displays bizzare number of triangles and vertices |
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Jan 23 |
asked | How to make model's arms + weapon follow cursor? |
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Jan 22 |
comment |
A good approach on working on player controller for movable platforms? I have tired this and for the life of me I keep getting confused in using Unity's functions to work with local location and world location to get the correct movement. For example, the model I currently have has it's pivot different from global. Moving forward with respect to the appear of the model would be moving forward require change in the z axis (local), whereas globally it is x axis movement. Any enlightenment would help. SO far, I just took Unity's already provided 2D platform controller and modified it. I would really like to understand it as i hate black box scenarios. |
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Jan 19 |
comment |
A good approach on working on player controller for movable platforms? What is the pros and cons of parenting to platform versus apply relative force based on platform? |
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Jan 19 |
asked | A good approach on working on player controller for movable platforms? |
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Jan 18 |
asked | How to start in animating my model? |
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Jan 15 |
comment |
Trying to optimize a plane in Unity @Tetrad You are right, thanks. Problem fixed. |
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Jan 15 |
comment |
Trying to optimize a plane in Unity line 32: AssetDatabase.CreateAsset(mesh, destination); |
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Jan 15 |
asked | Trying to optimize a plane in Unity |
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Jan 11 |
awarded | Student |
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Jan 11 |
awarded | Scholar |
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Jan 11 |
accepted | How can I instantiate my variables in Boo? |
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Jan 11 |
comment |
How can I instantiate my variables in Boo? Ok, I got it to show up how I wanted it for the visual appeal, probably not the best way, but my PlayerAttributes class inherits from nothing now, which is good and bad. My actual player with the script component has a warning on the inspector, but my CombatController, which is on my camera now shows my players class variables. I probably could just put my PlayerAtrribute class in an empty gameobject as a place holder and then put some "RealPlayer" script on to the player itself so the player is associated with its own values. public Robo as PlayerAttributes=PlayerAttributes() Combat script |
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Jan 11 |
comment |
How can I instantiate my variables in Boo? From looking around it will probably involving using the UnityEditor module. docs.unity3d.com/Documentation/ScriptReference/Editor.html |
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Jan 11 |
comment |
How can I instantiate my variables in Boo? That worked perfectly, just wasn't sure how to read the doc for this one, sometimes they just look confusing I suppose. Everything checks out fine, my only concern now is just with aesthetics, but is there any way possible to have my values to appear in the inspector. I am not sure if it is part of the @script notation for Unityscript, but if anyone happens to know would be much appreciated. |
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Jan 11 |
comment |
How can I instantiate my variables in Boo? I inherited from ScriptableObject just to see what goes on and I get warning: "PlayerAttributes must be instantiated using the ScriptableObject.CreateInstance method instead of new PlayerAttributes." |
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Jan 11 |
asked | How can I instantiate my variables in Boo? |