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You can declare a bool and set that bool to true when you hit the trigger and in Update(), just run your move code when the bool is false.
You haven't detailed the problem. What do you mean by "and just does what it wants" ? Please tell me about the problem you're facing.
I think the Enemy prefab's connection to the GameManager is in the project and not set at runtime, so you could do it in 2 ways : 1). Store the...
Also, transform.Find returns a transform. So you've got to add .gameObject to the returned transform to make it active/ inactive using .SetActive()
If memory is not a concern, then have them all loaded when the scene loads and then just activate/deactivate when required. If memory is a...
Yes, you can. If you don't want to use collisions, then you can just translate..in which case you can remove the rigidbody and collider as well.
- Can you show how SpawnSpreader() is called ? - where is the uniqueID getting assigned ? - also, maybe it should be sClone.name = "CircleShot "...
Ok..Can you show those codes here ?
You haven't clearly mentioned whats the problem here. It looks unlikely, but is it that you are unable to access the ID values for some reason ?
You can change the whole material on the renderer or if the material and the shader support color, then just change the color.
Glad it worked..wondering which one worked...isKinematic or removing the Set() function ?
Ok, I don't have much experience with Unty physics, but I think instead of setting velocity directly, you can set the force instead. Like this is...
A further optimization would be to have even the first argument passed as an integer..i.e instead of passing "element" as a string , you can pass...
This is quite a big switch case and although it may not cause that much of a lag because its just executed when you poke the button, I would avoid...
ok, just wanted to make sure :) Also, need to make sure that isKinematic is not enabled. I've never seen force.Set()..how about directly...
You need to add a rigidbody also to that gameobject.
Just a wild guess to rule out everything..Does the TrailRenderer have AutoDestruct flag ? Even if it doesn't , maybe you can try disabling each...
Can you post the lines above that because your declaration looks just fine for C#
Yeah you need to store the timestamp every time the if clause executes otherwise after 5 seconds it will run on each Update() and also try a...
oh yeah my bad, I typed that in a hurry. Just need to reverse the subtraction : if (Time.time - _timeOfLastVelocityChange >= 5)