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Based on the information given, I'd say yes, there's an error.
Just because you called WaitForTime, doesn't mean that your onGUI function will actually wait. You're trying to use WaitForTime as a coroutine...
var myStyle : GUIStyle; function Start () { myStyle.font=Resources.Load("testFont") as Font; } function OnGUI() {...
you would have to use the scriptname.variablename I usually put my globals in a 'globals.js' file, so to access a 'static var x:boolean;' you...
NullReferenceException means that the object doesn't exist. Namely, in the cameraFollow script, camStatus is null because GetComponent is...
You could put a plane with a trigger over the entrance, so the player would walk through it and the trigger would activate the other things you...
Draw a rect over the screen and gradually change the alpha.
Generally, you declare variables to be private and have functions to set and get that variable. If it's not an important variable, then it doesn't...
PlayerPreft.SetInt(key,value) to set PlayerPrefs.GetInt(key,defaultValue) to get You don't have to use int, just an example....
Caching is using something like GetComponent in the Start function and referencing that variable in code, rather than continually getting the...
Problem areas would be the terrain, lights and GUI. Don't use onGUI for anything mobile. Stay away from too many lights, it'll increase the poly...
Get the bounds from the renderer attached to the object. Should work fine.
It's fine on mobile. I've used it for iOS many times. There's no onGUI calls assuming you're using all GUITextures and no Unity GUI.
In the same script? Just instantiate it outside of any function. var xIn : boolean =false; function Update() { ..... }
You can layer camera views so that the "main" camera only sees the layers where your objects are, but not your HUD. The HUD is a separate layer...
Save the position when touch phase is Began. Find the position when touch phase has Ended (or Canceled, if you like too), find if they swiped far...
You can have as many cameras as you want. I've made a game with 6 at a time to get exactly what I need.
other is a collider. You're destroying the collider. If you want to destroy the gameObject, say other.gameObject.
Run through your logic. Say the gameControl.level is 5. Let's say the totalDucks is 100 duckNumbers=35 speedDuckNumbers=5 duckPercent =...
This *might* be what you're looking for: http://unity3d.com/support/documentation/ScriptReference/Object.Instantiate.html Then again, you might be...