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Separate names with a comma.
GameObject beam = .... as GameObject; beam.transform.parent = myCanvas; obviously youll need a reference to your canvas.
Your loading the scene over and over. Just change the update function to something like this void Update() { if(estActive) {...
if you want to use AddForce, you need a rigidbody, just add one in the inspector or add one in your script void Awake(){ Rigidbody rg =...
just replace GUIText display; with public Text display; youll need to add the ui namespace at the top of the script too. using UnityEngine.UI;
captial A for Awake. makes all the difference
public int qSamples = 1024; // array size public float refValue = 0.1f; // RMS value for 0 dB public float threshold = 0.02f; // minimum...
why dont you just upgrade that code from @ThermalFusion, just tried it seems to be working fine for me using UnityEngine.SceneManagement;...
click add component on the gameobject and add an animation component, then you can add all the animations to the animations array on that component
int qSamples = 1024; // array size float refValue = 0.1f; // RMS value for 0 dB float threshold = 0.02f; // minimum amplitude to extract...
is the scene youre trying to load definitely in the build settings for your game? if not add it. otherwise you could try loading the scene by its...
try adding this line somewhere in the coroutine async.allowSceneActivation=true;
int qSamples = 1024; // array size float refValue = 0.1; // RMS value for 0 dB float threshold = 0.02; // minimum amplitude to extract pitch...
i noticed this too, all the scripts are greyed out, but they still run perfectly fine in game and i can still double click on them to open them,...
if you type UnityEngine.SceneManagement; as opposed to Unity.SceneManagement, it will work.
public class MakeMeACard : MonoBehaviour { public Transform CardPrefab; public Transform HandGo; void Start () { GameObject go =...
try using UnityEngine.SceneManagement;
make sure your using the namespace at the top of your code using UnityEngine.SceneManagement;
if(SceneManager.GetActiveScene().name=="Level3")
no idea, you can still use the old application.loadLevel stuff, so maybe that has something to do with it.
you have to use the namespace for scene manager. using UnityEngine.SceneManagement; then you can use SceneManager.LoadSceneAsync(1), etc etc