Johan Holtby
  • Member for 8 years, 2 months
  • Last seen more than a month ago
Unintended sliding blocks Unity (5) physics
2 votes

I belive there is no friction. Add a physic material with a friction.

View answer
Organizing scene graph nodes that have multiple parents
2 votes

I would say think about what implication your organization have. E.g. the stow: If it where a top down game you would put the stow under the floor since if you go into the house you would like to ...

View answer
Non deterministic dice rolls
1 votes

Use random and seed with the time. Here is some C# code just as an example. Not tested so there might be missing some ";" or similar :). using System; Random randomizer = new Random(); //Uses ...

View answer
Unity3D | Cost of accessing a script via a static reference to the instance
1 votes

Pros: You can access the same class from any script without connecting it. Cons: There is a minimal overhead and if you have many scripts accessing the same singleton it can be messy to debug. If ...

View answer
Using QuadTree for Procedural Generation
0 votes

It seams like the world is not big. The benefits of qadtrees is not really what you need if it's not a big world and you want to do fast search. I would recommend using a 2D array instead. If you ...

View answer
FPS using mouse to move rather than keys
0 votes

Go to the code and find the input.Axis function and add two if statements. ~If greater than 180 =180. And the same for 0. I would recommend using global variables for the limits so you can change them ...

View answer
Backround turning, follow the character
0 votes

Make a script that follows the cameras position or/and just make it a child of the camera depending on what you want to achieve. The script solution has the benefit of making it possible to make small ...

View answer
Controlling roll rotation when travelling along bezier curves
-1 votes

You could just stare the roll value before each transform.LookAt(bezier(waypoints, handles, lookAhead)); And then just adjust the roll value as you want in a separate algorithm and then reassign it ...

View answer