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I don't see how the code relates to the question... there's nothing in it that has anything to do with hitting the main character -- or even any...
It's hard to get a clear picture of what the script looks like split into bits like this; try posting the complete script, as it currently exists.
I don't see how, since you set transform.rotation to the result of Slerp'ing from the current transform.rotation... Are you sure you don't have...
The first script excerpt doesn't really do anything, since the code to apply the rotation reset is commented out. As written (and assuming there...
Are you sure that's the only log output? Line 40 of that script is using playerInfo, which is set in Awake(). Awake() logs a message if setting...
I'm not sure which part you need help with, but here are some pointers: Object.Instantiate() -- create new game objects at run-time...
My guess would be that the SmoothLookAt component is the cause -- do you get the same problem if you disable/remove that component? Assuming...
You already know how to trigger an animation from a script; the only difference here is that you need to do that for multiple game objects. Just...
Which part do you need help with? Check out the 2d Platform Tutorial project from the Unity site for an example of setting something like this up.
You didn't say what the problem is... Are you getting errors, and if so what are they? If not, what is the script doing (or not doing) that you...
How about (untested): if (Input.GetMouseButton(0)) { camera.transform.position += camera.transform.right * Input.GetAxis("Mouse X") *...
Oops, my mistake, I just checked and realized MouseLook doesn't have a target -- I was thinking of MouseOrbit. OK, so your script's 'playerCamera'...
The first line of your last function is a print() so if you get no result, the function isn't being called. Therefore, the problem is elsewhere....
Neither can I, since I can't see your code...
If your camera is being controlled by the MouseLook script, that will override anything you do to the camera's position yourself. You need to move...
Hmm, perhaps right-click -> Select Dependencies?
My point was: don't assume, check; verify. Perform some perfunctory diagnostic tests.
As far as you know? Have you checked or are you just assuming? CaracterMotorMovement isn't a component just because it is defined within...
First thought: var LookAtTarget: GameObject[]; function Awake() { LookAtTarget = GameObject.FindGameObjectsWithTag("Waypoint"); }
Input.mousePosition: tells you where the mouse is in screen coordinates. Each Update(), compare mousePosition to the last stored value to...