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Thanks very much, GroZZleR!
Between your reply here and another post which you had assisted (from 6 years ago), I’m all set.
Appreciate your help...
I'm using the code below to move my agent to waypoints in a list.
Currently my agent moves to the first selected target and remains there....
This orbit script is working well around one axis, but I'd like to add full 360º rotation.
Very interested in your product, but have a question. Do you have a solution for placing POI’s at runtime without entering pre-defined GPS...
Sorry, I’m confused. How would placing Game Objects with tags in a scene have anything to do with finding lat/long with MapBox?
I'm successfully instantiating my projectile, but not able to affect its rigibody with GetComponent.
// Converted from...
I decided to call from an object pool instead.
Script works, but not the last line, where I'm trying to use GetComponent on...
Getting an identifier error. Any suggestions?
Yeah, that's my next test. Thanks
No, it's a static object. What I don't understand is why the positional transform is working, but no rotation?
I'd like the object to follow the same rotation as the object that it's being called from.
Either way, that didn't appear to work.
I'm calling from an object pool and able to set position correctly, but not rotation.
Not sure why the below doesn't set rotation.
Yes, that makes sense.
I tried using else or else if, but that does appear to be the answer.
Any suggestions on how to separate these statements?
I'm trying to activate objects based on a countdown timer.
I'd like to activate one object if time is > 70sec, another if time < 30sec
Thanks for your excellent suggestions!
Really like your solution, Joshua.
I'm trying to use the following code I've cobbled together, but it's doesn't appear to work- not changing my objects tag as desired.
This makes perfect sense and it's now working well.
Thanks for taking the time to help!
This script executes perfectly, but does not work after I re-activate the object.
I thought I needed to reset Time.deltaTime, but apparently that...
Thanks a lot, Karsten.
This is exactly what I was looking for, but didn't know how to write:
if (ScoreManagerMoves.Moves>=11 &&...
Ok, thanks for that, Karsten.
I've reworked my code and have the following but not running.
Could you give me another clue?