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man this is an old thread
public void SetDirectionalInput(Vector2 input) { directionalInput = input; } what it is used for in PLAYER'S function: void...
SetDirectionalInput is a function that set the input that moves the enemy Ground.leftNode is the left most position on the ground, it does not...
So I want my AI to move to a certain point based on the player's position which is called in update so I used a while loop but when the AI is...
Think like a mortal combat AI
I have absolutely no idea how to even attempt to make this work and am looking for something that can help me make an AI that follows the player...
Thank you for you time.
I just would like an idea of how to attack this. I would use multiplayer but I have no friends :( so this is the next best option.
Also your GameObject shouldn't be used for Controllers say instead: void Start() { gameController =...
Try removing the private
using UnityEngine; using DG.Tweening; public class CameraWaypoints : MonoBehaviour { public float transitionDuration = 1.0f; public...
So my camera is following a way point system where the camera moves between the two positions and stays focused on the same point. I want the...
Sorry for the Jaden Smith title, I am making a game were the camera isn't attached to the player, and the player makes clicking decisions(The...
Yep, thank you for the help.
I acualy made it work by doing this: using UnityEngine; using System.Collections; using System.Collections.Generic; public class PerlinDisplay :...
The list is creating all of the spots, if the map is 10 wide and 10 tall there is 100 slots, but the all show "none (GameObject)"
I am trying to create a list of GameObjects that are instantiated prior to running. I think you will understand better if you read the script:...
Sorry for the late reply but thank you very much :)
No, you need all the values, otherwise unity does not know if you want rotations in the z-axis and will give you errors.
use this: using UnityEngine; using System.Collections; public class Fixer : MonoBehaviour { public GameObject Hexagon; // Update is called...