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should be metalPool should be bloodPool copy paste mistake ;) therefore your generic pool hast bloodhits referenced
look in line 48 and 56 ypou addding to wrong arrays
than this enumModeStatus = transform.root.GetChild(1).gameObject.GetComponent.<testScript>().Mode; is causing an error as you have a variable...
I deleted my comment with the javascript because was unsure as i had in mind that there is something with GetComponent.<T>() in US/JS standing in...
don't use GetChild(1) as the index is not always the same and not matching hierarchy. i don'T know if you can assign a enum to an var defined...
yep thanks, Directory.GetFiles was what i did first and than just found this LoadAll... stuff :)
Hi everyone, just wanted to work with AssetDatabase.LoadAllAssetsAtPath, but figured out that it ins't working as i thought it would. I have...
If you look it up in the Unity Script Reference you will find: "Tags must be declared in the tag manager before using them". You can assign tags...
there are several ways to access the values and even build up a script structure. (also you have many spelling mistakes with lower and upper case...
the enemy does not request anything You Hit the enemy with an object(Sword,Fist .. ) when the collider hit, OnTriggerEnter is called ONCE, like...
Hope it will work, a thing could be the Z Value of the Touch.position
if they are the same colors they shouldn't be a 0.02 difference. if they are setted the same colors, it should be enoguh to add, subs., Epsilon....
what are that for variables, names are confusing especially with your code when enemy health drops below 0
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) { Vector3 myTouch =...
try clone.AddForce(clone.transform.forward * 2000); than you are creating a new Vector3 with just 2 values and you should not rotate your...
instead of tolerance, use Mathf.Epsilon http://docs.unity3d.com/ScriptReference/Mathf.Epsilon.html also interesting...
i would use this code @blutackboy fpr climbing a ladder, as this is a constant up movement and not a jump behaviour :)
unity gives you an example here http://docs.unity3d.com/ScriptReference/Rigidbody-velocity.html
First you need a reference to object1 , than spawn the bullet with the same rotation than object1 at position object2, don't know how your...
Than do it :D Post your code you have or the problem you have to start this :)