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APSchmidt thanks but still won't work for me so what I did is that i just created a barrier to set it inactive
public float delay; // Use this for initialization void Start () { this.gameObject.SetActive(false, delay); }...
APSchmidt thank u for trying to help me but it still wont..
hi guys, I need to convert this into setActive(false) because I'm using an object pool... using System.Collections; using...
this is the code I'm using, I want the bullet to spawn when the attack animation ends but its not happening..the bullet fires nonstop and when I...
hi guys, who is capable here of coding an instance wherein at the end of the attack animation the AI enemy spawns a single bullet each time the...
the enemy reverts back to walking which solved my previous issue, but the health system gets drained so fast I even tried to use prefab and fade...
this is the 2 scripts, I have a player who will be attacked and an enemy...the enemy has 2 child, 1 fot the weapon the other to detect the player...
hi guys just an update, I tried the scene animation as suggested by vergil, everything went fine with synchronization until its time to drain my...
thanks guys i found the solution
APSchmidt hi....no I haven't but I think its synchronized now my only problem is my enemy couldnt animate back to walking
it either gets stuck to attack once activated or it starts from walking and never animates attack...im using bool and I think i set it up right...
anim.SetBool ("isAttacking", true); timeBtwShots = startTimeBtwShots; } else {...
thanks guys I think my attack animation runs at the same time now BUT.....
my BIGGEST TROUBLE actually is how to synchronize the release of the bullet with my attack animation......
here's the script I don't know but for me it seems logical enough... Animator anim; public GameObject bullet; Rigidbody2D rb;...
void OnTriggerEnter2D( Collider2D other){ if (other.tag == "enemy") { GameObject clone = Instantiate (bullet,...
thanks guys with your help I was able to make a few adjustment my problem now however is that: 1. my player is looking for a tag (target) that...
hi guys, I have a script attached to my prefabs named Enemy (script named Enemy), it only has the default content. Then another script with this...
Hi guys can you still change an object's tag after you set it active(false) but is still in the object pool?