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Did you end up working out a fix for this Rodolfo? I am having the same issue, it seems to be the worst when i have Visual Studio open at the same...
Thanks for the response, I didnt think of using raytraces to check if a blocks sided had been captured, I will give this a try in the morning and...
Morning all, Okay im trying to write a small game based on a pen and paper game i used to play at school. I have a grid of points spaced evenly...
Hi all, I am using the perlin noise class from the procedural unity demo to generate a perlin noise texture. I would like to be able to...
Thank you so much for the help, i am getting my head around the logic better now thanks to you guys help, so thanks :) I have used an array of...
ahhhhh okay! so i have an array of gameObjects: public GameObject[] CometTypes = new Gameobject[2]; In inspector i set CometType array...
Okay, yes i think i did misunderstand what you meant with the arrays :p If i had a predefined arrays with 100 of each comet type that would mean i...
Excellent, thanks for the input! so that mean that i should have a previously defined array in the cometSpawner for each enemy type? Like:...
I currently have a ship that i can fly around the screen and i have a basicCometPrefab that i spawn a bunch of as soon as the game starts. I have...
Okay i have gotten it working thank you very much. So to be clear, the ghostStructure_clonable is a public variable that i set visually in the IDE...
Thanks for the reply, I can see that i am destroying the ghostStructure reference, but i dont understand what you mean with the tempStructure...
Hi all, So i currently have a prefab of a column(basic column primitive atm) and a prefab of a ghostColumn, which is the same column just...
Im new to unity, so hi first of all! Now i'm trying to get used to a new way of doing things with unity, with individual objects handling their...