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Do you know how to script simple things in unity?if not i think starting with vector.moveTowards would be natural here. After that look into...
Im pretty sure they cover it in here http://unity3d.com/learn/tutorials/modules/beginner/2d/sprite-renderer Im at work atm so cant really foolproof.
Your problem is you instantiate your object on a position you just erased, try instantiating the new object on the old position before you delete...
try running in update instead of fixed update. I have the same code as you but not in a fixedUpdate, but in the normal update(), i am not sure of...
You remembered to remove the edgecollider from your prefab ? Only thing i can think of is going wrong :)
http://puu.sh/eDGu3/a35de9542b.gif I made an animation system and a bunch of bools, whenever the target got on 0-90 i would activate animation...
Look into perlin noise, i thnk that is what you might be looking for, either that or maybe make an xml editor which places blocks randomly, i do...
i use ASEsprite 9.5 before they went pay2win.
afaik the pivots are added through the animation rather than having them static.
Sorry meant gameobject.transform.position =)
If im not incorrect maybe you could add a physics material and a rigidbody to it, then choose the bouncy one, and they should bounce all over the...
As Souri said, sorting layers would be the way to go with this.
I dont see how raycasting have much to do with the question but use Vector3.MoveTowards on objects.
no video
I belive your angle is wrong, it goes from -180 to 180 myTransform = transform; Vector3 mouseWorldPos =...
Try and instantiate it on Start() and see what happens, might take a while to load but when its loaded shouldnt be much of a problem.
Not very much to go out from, you need to post your code if you want any answers.
Maybe use the new UI tools instead for making small 2d game elements ?
I did not know this, thanks for saving me alot of time converting values ^^
http://studentguru.gr/b/dt008/archive/2014/09/04/a-tower-defense-game-in-unity-part-1 This article explains it fairly well, however to...