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Unity 3 Video Training Course (FREE) - Walker Boys

Discussion in 'Community Learning & Teaching' started by profcwalker, Dec 8, 2010.

  1. Jefferlope

    Jefferlope

    Joined:
    Dec 27, 2012
    Posts:
    1
    I've been going through these tutorials for the past week or so, and I have gone up past the second exam. It was said on the exam pages that I should have gotten e-mails with my grades, but I've gotten nothing. Do they still send out those e-mails?
     
  2. cecotw

    cecotw

    Joined:
    Jan 5, 2013
    Posts:
    5
    Is this where I post the link to my Lab 1? If not please direct me to where?
    Lab 1
     
  3. paulmac

    paulmac

    Joined:
    Feb 17, 2011
    Posts:
    10
    I am redoing the mario 2d tutorial within Unity v4 as a refresher, i did it in unity v3 last year without a problem.
    Importing the files into unity v4 i get a few issues of which most are easily fixable however i am getting a few shader issues upon import

    Shader warning in Hidden/Glow downsample ..... requires both vertex and fragmen programs at line 84

    This is the same for quite a few shader scripts.

    Any ideas ?
     
  4. Gale

    Gale

    Joined:
    Jun 22, 2012
    Posts:
    40
    So I'm currently working through the tutorial videos but I've hit a bit of a snag. On the Block State 1 video where we test to make sure the block is registering the collisionBoxHead I can't seem to get it to work. Here is my code

    Code (csharp):
    1. function OnTriggerEnter (other : Collider)
    2. {
    3.     if (other.tag == "collisionBoxHead" )
    4.     {
    5.         print("head hit");
    6.     }
    7.     else
    8.     {
    9.         print("hit");
    10.     }
    11. }
    I can get it to register as a normal hit if I change the blocks collision box to an OnTrigger but it still won't recognize the collisionBoxHead, it only seems to recognize the player. I had the same problem with the Fire Flowers earlier, where I could only get it to recognize if I turned the collision box into a trigger (it would then fall through the ground of course) and even then it wasn't recognizing the collisionBoxBody, it would only recognize the player in it's entirety (so the code read "other.tag == "player"). I found a work around for the FireFlower but that won't work here. I'm wondering if I'm doing something else wrong since I've encountered this problem twice. Any insight would be appreciated.
     
  5. Kale

    Kale

    Joined:
    Aug 25, 2011
    Posts:
    103
    I wondering if you named the tag wrong or not. That or the collisionBoxHead is located inside the player's collision, which then could not be able to get collieded with because it'll always collide with the player first.

    Try commenting out the code and put in something like Debug.Log(other.tag); to see what you're hitting each time.

    oO Well, that's just weird. Glad you got that figured out though.


    Pretty much. You don't actually have to anymore since it's no longer passworded. Putting them up would just be for sharing it and to get criticism.
     
    Last edited: Jan 9, 2013
  6. Gale

    Gale

    Joined:
    Jun 22, 2012
    Posts:
    40
    It's set up just like they have it set up in the tutorial. The player has a collider due to the character controller attached to it, and then the collisionBoxHead is a child of the player. However the collisionBoxHead is touching the box first but the whole thing only registers only if the character controller collider touches.

    Then there is the fact that it won't work unless I turn the Block's collider into a trigger.
     
  7. Kale

    Kale

    Joined:
    Aug 25, 2011
    Posts:
    103
    I can't see the videos right now since I'm working and it's blocked. But I would think that it's not working because you're calling the OnTriggerEnter, instead of OnCollisionEnter. But I can't confirm what they did without looking at it. And I can't see why you'd have Trigger instead of Collision if you're following along.
     
  8. Kale

    Kale

    Joined:
    Aug 25, 2011
    Posts:
    103
    Welp, I just looked through mine. Code doesn't seem like it's wrong at all.

    My block definitely isn't a trigger. I can only guess that your character controller is too big that it encases the head collider, or the collider is not set in a good spot.
     
  9. Gale

    Gale

    Joined:
    Jun 22, 2012
    Posts:
    40
    Okay, I've figured it out. The head needs to have a Rigidbody attached to it. I had gotten rid of the Rigidbodies however because of the next problem. Whenever the Sockets and Colliders have Rigidbodies attached to them they don't move with the character. They move at an incredibly slow rate in the same direction as the character but by the time Mario reaches one side of the screen anything with a Rigidbody that is a child is still somewhere in the middle of the screen, so I had to get rid of them.

    EDIT- And now I've figured out that all I needed to do was make sure that the "Is Kinematic" part of the Rigidbody was checked.

    This has been quite the exercise in futility.
     
    Last edited: Jan 10, 2013
  10. Rexcusei

    Rexcusei

    Joined:
    Jan 10, 2013
    Posts:
    9
    WOOOOW Tnx grate WORK !
     
  11. apomarinov1

    apomarinov1

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    Oct 21, 2012
    Posts:
    66
    Thanks from me too, that helped me :)
     
  12. Laumania

    Laumania

    Joined:
    Jun 27, 2012
    Posts:
    200
    Awesome videos!

    Thanks a lot here from Denmark :)
     
  13. cecotw

    cecotw

    Joined:
    Jan 5, 2013
    Posts:
    5
    I am working on the second lab project and am having an issue with the shield after it falls off. Basically the shield runs for it's three charges and despawns. After this tho, the player is "immune" to the asteroids and they run right through the player without colliding. It works fine before the shield is activated however.

    Here is a link to a my current progress for the lab. I am not sure if it is the player script, the shield or the asteroid that is causing the error with the player post shield use.

    http://furryosoproductions.net23.net/
     
  14. TomoI

    TomoI

    Joined:
    Aug 9, 2011
    Posts:
    13
    Last edited: Jan 22, 2013
  15. Dtrain001

    Dtrain001

    Joined:
    Nov 20, 2012
    Posts:
    8
    I want to give a big shout out to the Walker Boys...These step by step tutorials are awesome. Walking through each tool is awesome....I have been watching them for a week now and I am very impressed ... I am actually learning how to use this awesome gaming engine.
     
  16. valhalla_cats

    valhalla_cats

    Joined:
    Jan 27, 2013
    Posts:
    16
    Hi, The videos are awesome and by far the most complete resource in order to learn unity I have seen. l have a question about Part 21: Tool 2D Ani Sheet Step 1 - UV Offset video (Tool Development). When I import the package I can´t see in the scene view the objects that appears in the hierarchy ,I only can visualize them in the game view. ¿Do you know what happens?. On the other hand, the objects in the hierarchy appears in blue, are they prefabs?, in that case, why I can´t see them in the assets folder?. That is important to me because I want to do the full lesson from the scratch.

    Thanks in advance. Sorry about my English.

    Best Regards
     
  17. cecotw

    cecotw

    Joined:
    Jan 5, 2013
    Posts:
    5
    Had this problem too. Took me about an hour to figure this out. These images are flat, 2d objects. Try panning or rotating your camera around until you can see them at the right angle.You may have to adjust your game camera as well as the scene view to view the flat image in play mode. (Hint, alt click will be your friend for this). Also, you have to apply the material prefab to the respective game object (done in hieracrhy or in scene view once you find your flat images) in order to see the images. As you progress, each image frame is essentially a repeat of the previous code with new additions so you can see the logic flow and thought process behind animated the image. Once you have experience, you can skip steps.I think these are older unity files and being put into unity 4 caused some location issues as the defaults may have changed. Another trick would be to set your game camera at 0,0, -10 and the object at 0,0,0 and make sure the rotation of each is at 0,0,0. Then adjust the scene view camera with alt click until the flat image is viewable.

    It took me forever to figure out the new particle system as well. Eventually I picked up on a trick. Make an empty game object and apply the "legacy" particle system and renderer to it. THen you can edit particles the same way he does in the videos if your unfamilar with the new system (since were training most of us are). Oh and add a particle animator I believe as well.

    Hope this helps!
     
  18. valhalla_cats

    valhalla_cats

    Joined:
    Jan 27, 2013
    Posts:
    16
    Hi cecotw,

    Thanks for the fast answer!! I am very grateful. My camera was pointing at a wrong angle. Now I can see the 2d objects. Regarding the objects in the hierarchy, Do you know why are they blue?. Are they prefabs?, in that case, why I can´t see them in the assets folder?.

    PD: I did exactly the same as you with the particle system elipsoid :)

    Thanks a lot!
     
  19. cecotw

    cecotw

    Joined:
    Jan 5, 2013
    Posts:
    5
    I believe they are blue because they imported as prefabs (if your refering to the color of the font in the game hierarchy). If your refering to the actual objects in the scene view, they were white boxes for me. You could try changing the shader color for the prefab material in this case to one you prefer. Regardless, once you drop the respective material with the goomba image material it should over write any default shader with the 16 frame image. From there you can follow the tutorials to get the animation to play. Make sure you apply your Javascript to the correct object and apply the material prefab as well before running the scripts or you will get an error or nothing at all. You should be able to see them in your assets folder, but they would have imported in a sub folder of thier own for organizational purposes. Your materials will be in the "materials" folder. The objects them self are located in the scene and have prefab materials attached to them, which is why the text in the hierarchy is blue. Prefabs werent created for the objects themselves, just the material that is linked to them. You could create your own prefab if you really wanted it, but I believe the nature of games is to instantiate the object (ie spawn) upon a condition. I think the idea is for you to learn how to properly animate the object. At which point, you can draw your own, purchase, or get help drawing your own file for your custom animation. Assuming the art is taken care of, this is for a scripting tool to help easily and quickly animate any set of frame images you get/find. I think in the next lab you will be using this tool to animate the player, and other enimies from multiple sprite sheets. You will likely use this tool in any 2d game you try and develop as well.

    Good luck!
     
  20. valhalla_cats

    valhalla_cats

    Joined:
    Jan 27, 2013
    Posts:
    16
    Hi cecotw, that is exactly what I needed to know!!. You are awesome. Thank you very much!!. Now I think I can continue with the training videos.
     
  21. parnell

    parnell

    Joined:
    Jan 14, 2009
    Posts:
    206
    Lab 5 Problem: Mario Cannot jump more than once.

    Upon opening and running for the first time the demo scenes I noticed the Mario controller doesn't work all to well.
    Anyone else had the problem where Mario can only jump once, then no longer jumps at all?
    I want to learn how to build the character controller for this, but seeing as it seems bugged ( i can only get this to work by checking off Jump 2 and Jump 3) I'm worried the code might be bugged, or rendered faulty with recent Unity upgrades.

    Anyone discovered this problem?
    Thanks
    B
     
  22. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    Hi Parnell,

    It's good to hear you are starting to work on the Mario 3d Lab. When it comes to the mario setup, I just re-checked and everything works fine with Unity 4.0+. Remember, the project starting out is not complete, that's where the videos, training, and writing code comes in.

    Hope that helps. Let us know if you have further questions. Thank you.
     
  23. parnell

    parnell

    Joined:
    Jan 14, 2009
    Posts:
    206
    Doh!
    For whatever reason I figured as the scenes progressed so did the code.
    Thankfully I'm cruising through the videos and getting it all to work.
    Jumps are working now!
    Next up crouch.

    One Question: How far into the video series is the the delayed 180 turn + radius setting discussed? You mention that it is adjustable in one of the demo videos. I've made my own 3rd person character controller setup before but not to this level of complexity so hopefully it's easy to adjust as I'd prefer my character not have such a wide lengthy turn when trying to move in an 180 degree direction.

    Thanks for the incredibly fast response:)

    Such a fantastic tutorial.
    B
     
  24. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    Hi Parnell,

    Nice job. Glad things are rolling along. I don't remember which video, but it should be in the ControllerSystem.js in function IdleRotate (). :) Hope that helps. Have fun.
     
  25. apomarinov1

    apomarinov1

    Joined:
    Oct 21, 2012
    Posts:
    66
    Hey everyone, hope you are having fun.

    As I mentioned in a couple of posts, I had a problem with 000webhost, where I couldn`t even upload because of my internet provider. Now as I see I can at least upload files to the website, but still when I open a lab, the web player gives errors. I guessed I`ll post them here so you can try them out, I really hope they work for you.

    Another THANK YOU to the Walker Boys, I appreciate your hard work very much!

    The labs are far from perfect, but that`s what I could do and stay sane at the same time :p
    Lab 1 - Point And Click
    Lab 2 - Space Shooter
    Lab 4 - 2D Mario Clone
     
  26. AkyoTaslin

    AkyoTaslin

    Joined:
    Feb 7, 2013
    Posts:
    2
    profcwalker, your site is really great!
    I did learn alot from other sites too, like 3dbuzz and digital tutors, but your projects are really awesome, too (especially the mario ones and the dev tools stuff!
    Hope to see more Unity tutorials in the future! My brother and me are working on a game and i am glad to hear from another brother constellation here on unity! :)
     
  27. parnell

    parnell

    Joined:
    Jan 14, 2009
    Posts:
    206
    I'm on the angleslide portion. I followed along the tutorial(twice actually), however it seems that the character will only slide if I'm moving him. In other words, he doesn't slide automatically when he hits an incline in which he can slide. He'll stop on the incline in the slide animation state and only if i move him will he begin to slide. Is this how it's intended? I can't tell from the video if the character is automatically sliding down the incline(like in typical mario games) or if the slide is initiated and then continued as long as the player is pressing 'w' or 's'.

    I can only get him to slide down the hill by pressing and holding 'w' or 's' which seems strange.
    Maybe I just haven't played Mario in a while?
    Thanks!
    B
     
  28. Android Matt

    Android Matt

    Joined:
    May 24, 2012
    Posts:
    61
    In Tutorial 23-6 of the 2D Mario Clone, the following code is constructed (irrelevant parts removed for clarity). PatrolLeft() is being called in a switch case statement within Update().

    Code (csharp):
    1.  
    2. Update(){
    3.     velocity.y -= gravity * Time.deltaTime;                             //applying gravity
    4.     controller.Move(velocity * Time.deltaTime);                         //move the controller
    5. }
    6.  
    7. //moving left
    8. function PatrolLeft(){
    9.     velocity.x = -moveSpeed*Time.deltaTime;                             //moving the controller left
    10. }
    Why are we doing moveSpeed*Time.deltaTime on line 8? The velocity gets multiplied by Time.deltaTime on line 3. If we keep it like this then the velocity is getting multiplied by it twice. This seems to give them smooth movement in the video, but for me it is all jerky. If I remove the Time.deltaTime on line 8 then the Gumba moves properly. Any idea why it is included in the tutorial, and why it seems to work for them?

    The same question would apply to the gravity, but I assume this is giving us an acceleration instead.
     
    Last edited: Feb 8, 2013
  29. mesaticus

    mesaticus

    Joined:
    Jan 10, 2013
    Posts:
    8
    I'm completley new to Unity and have been going thru (and really enjoying) these tutorials. It seems I've hit my first snag. I'm on part 11 - 3 item pickup component, about 17 minutes in and can't for the life of me figure out why my initial collision detection isn't working. I've triple checked everything to no avail. (I'm on Unity 4). Here's what I have, and as far as I can tell all my "tags" are correct just like in the video.

    Hopefully it's something stupid. Any help would be really appreciated.

     
  30. mesaticus

    mesaticus

    Joined:
    Jan 10, 2013
    Posts:
    8
    I knew the moment I posted I'd fine my error. After a little more fiddling looks like I was using "OnTriggerEvent" instead of "OnTriggerEnter".

    So far these have been an awesome set of tutorials for the first time Unity person like myself. Looking forward to the rest of them. Hopefully I can post some tougher problems next time.
     
  31. Sevenf0rce

    Sevenf0rce

    Joined:
    Feb 7, 2013
    Posts:
    1
    please bear with me, as im entirely new to coding and unity itself.

    so far ive been really enjoying learning with the tutorials you guys have put together, but ive hit a bit of a road block thats been frustrating me for the past couple videos.
    even if i type the code out exactly how its displayed on the example, it doesnt run without errors.
    ive had to find work arounds, like adding:
    to the beginning of the code in javascript 2-03 and 2-04.

    ive been running the code in mono develop, which i realize isnt the same editor you guys are using in the tutorials,
    but (and i may be completely wrong, i have no idea what im talking about here) that isnt whats affecting the code, right?

    anyways, ive been working around the errors with fixes like that so far,
    but now i cant get past this one.

    when you type these lines of code in:

    and now i get the error "unkown identifier: boxNumber"

    i have the code typed out exactly like in the tutorial as far as i can tell, can anybody help explain what im doing incorrectly?

    also, why isnt boxNumber defined with a "var" in front of it like the others?

    i apologize in advanced for my ignorance if these questions sound ridiculous, ive only been learning for about a week so far.
     
    Last edited: Feb 13, 2013
  32. apomarinov1

    apomarinov1

    Joined:
    Oct 21, 2012
    Posts:
    66
    I`m not sure, but you can try it anyway. Outside of functions you can only have lines that start with "var" - declaring a variable.
    Inside of the functions goes everything else.

    function - Update/Start/Awake/OnTriggerEnter/etc

    Code (csharp):
    1. //outside of function
    2. var foo : type = value; // correct
    3. var foo = value; // correct
    4. var foo; // correct
    5. foo1 : type = value; // wrong
    6.  
    7. function Update()
    8. {
    9.    // inside of function
    10.    foo = value; // new value for already declared variable foo
    11.    var foo3 : type = value; // new variable with Type [I]type[/I] and initial value [I]value[/I]
    12.    foo4 = value; // new variable with value [I]value[/I]
    13. }
     
    Last edited: Feb 11, 2013
  33. apomarinov1

    apomarinov1

    Joined:
    Oct 21, 2012
    Posts:
    66
    Hello, I'm stuck in Lab 5 AngleSlide, I've been through the video 3-4 times already and really need some help.
    First, this is my code in the function, which I just can`t understand.
    Code (csharp):
    1. function AngleSlide () {
    2.     if(canAngleSlide)
    3.     {
    4.         slideDiretion = Vector3.zero;
    5.         var hitInfo : RaycastHit;
    6.        
    7.         if(Physics.Raycast(transform.position, Vector3.down, hitInfo))
    8.         {
    9.             if(hitInfo.collider.tag != slideTag)
    10.             {
    11.                 return;
    12.             }
    13.             if(hitInfo.normal.y < slideThreshold)   // so this checks if the object mario is on is steep enough for him to slide down
    14.             {
    15.                 slideDirection = new Vector3(hitInfo.normal.x, 0, hitInfo.normal.z);  // this gets a horizontal vector on the x/z that is the direction of the slide object
    16.             }
    17.         }
    18.         if(slideDirection.magnitude < slideControllableSpeed)  // why compare this, when the length of the vector is always under 1, and not changing?
    19.         {
    20.             moveDirection += slideDirection;    // and why add it to the moveDirection?, I tried it and there is no effect if x/y or z in moveDirection are large or small
    21.         }                                                          // it just matters if they are - or +
    22.         else
    23.         {
    24.             moveDirection = slideDirection;
    25.         }
    26.         if(slideDirection.magnitude > 0)  // and here I cant understand what is happening, although this is true and the movespeed becomes 3
    27.         {
    28.             moveSpeed = speedSlide;  // mario doesnt move, he just stays on the spot where he jumped on the slide
    29.             animation.CrossFade(aniSlide.name);
    30.             Message("Ani State: Sliding Down");
    31.         }
    32.     }
    33.    
    34. }
    I tried figuring out what is the cause for mario not to move when his moveSpeed is 3, i tried other stuff too, but no use. If someone could explain to me how is this working.
    ===---===
    Also I can't imagine what is a normal. For instance I see that if the object is straight and gets rotated around it's x axis the normal.y starts going from 1 to 0, but I don't really understand it.
    ===---===
    Another thing is I updated to Unity 4.0.1 on mac, and sometimes when switching back and forth from play mode this happens to the inspector:

    as opposed to its normal look


    Thank you very much. :)

    Edit: Mario not sliding was due to the keyboard controls var turned on in the ControllerSystem, so watch out for that.
     
    Last edited: Feb 17, 2013
  34. Serienmorder

    Serienmorder

    Joined:
    Feb 20, 2013
    Posts:
    11
    Is anyone else having problems watching the videos all of a sudden? I can watch them in couch mode but it is so fuzzy I can't see what is going on. I can go to the video I want but it won't let me actually play it.

    Edit: well 6 hours later it is working now.
     
    Last edited: Feb 21, 2013
  35. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    Hi Serienmorder,

    It's good to hear you got it going. Let me know if you have further issues with it.

    Also, for those that haven't heard, we've started a Kickstarter campaign for our latest project, Build a Game Universe.

    Build a Game on Unity Thread

    Build a Game on Kickstarter

    Hope you like it. :)
     
  36. inz

    inz

    Joined:
    Feb 24, 2013
    Posts:
    38
    is still still on-date?
     
  37. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    Hi inz,

    Not sure which on date you are referring to. Let me know some more details and I'd be happy to check.

    Thank you!
     
  38. apomarinov1

    apomarinov1

    Joined:
    Oct 21, 2012
    Posts:
    66
    Hey profcwalker, 1-2 weeks ago I sent you and your brother an email with my progress with the course, I`d really love to hear from you :)
     
  39. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    Hi apomarinov,

    Yes, we did receive it. Usually, we get to those within a day or two, however with our kickstarter project, we have been crunching for a month. If you'd like, send us a link once more, and with it on the top of my email stack, I should get to it quicker. :) Thank you!
     
  40. apomarinov1

    apomarinov1

    Joined:
    Oct 21, 2012
    Posts:
    66
    Just sent it, thank you. :)
     
  41. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    Thank you. Checking it out now. I'll send you an email back. :)
     
  42. darwind18

    darwind18

    Joined:
    Dec 26, 2011
    Posts:
    1
    Hello, I’m on Lab 4 (awesome series guys) and I’m having some problems.
    Here is the problem:
    I’m on Advanced Pathnode but my Goomba doesn’t do anything when he touches the pathnode except for when it’s on “jump” but then it still works rarely. The Goomba also freaks out and jumps around half the time when it hits the player.
    Thanks in advance for any help.
    Here is my code:

    enum PathInstruction {moveLeft=0, moveRight=1, moveStop=2, jumpAir=3}
    var pathInstruction = PathInstruction.moveStop;

    var overrideJump : boolean = false;
    var jumpOverride : float = 0.0;

    var changePathInstructionTo : boolean = false;
    enum ChangeTo {moveLeft=0, moveRight=1, moveStop=2, jumpAir=3, removeTrigger=4}
    var changeTo = ChangeTo.moveRight;
    var triggerCountdown : int = 2;
    var removeOnTrigger : boolean = false;

    private var getChangeTo : int;
    function OnTriggerEnter (other : Collider)
    {
    if(other.tag == "enemy")
    {
    if(changePathInstructionTo)
    {
    if(triggerCountdown <= 0)
    {
    if(changeTo == ChangeTo.removeTrigger)
    {
    Destroy(gameObject);
    }
    else
    {
    getChangeTo = changeTo;
    pathInstruction = getChangeTo;
    }
    }
    else
    {
    triggerCountdown --;
    }
    }
    if(removeOnTrigger)
    {
    Destroy(gameObject);
    }
    }
    }
     
  43. apomarinov1

    apomarinov1

    Joined:
    Oct 21, 2012
    Posts:
    66
    I could help you if I could take a look at the project, but still make sure there is check for the pathnode in the OnTrigger of the enemycontrols.js:

    Code (csharp):
    1.     if(other.tag == "pathNode")
    2.     {
    3.         var linkToPathNode = other.GetComponent(pathNode);
    4.         var state : int = linkToPathNode.pathInstruction;
    5.         gumbaState = state;
    6.         if(linkToPathNode.overrideJump)
    7.         {
    8.             jumpSpeed = linkToPathNode.jumpOverride;
    9.         }
    10.     }
    Also, maybe the size of the colliders on the pathnode and gumba and that they are triggers.
     
    Last edited: Mar 1, 2013
  44. apomarinov1

    apomarinov1

    Joined:
    Oct 21, 2012
    Posts:
    66
    Hey everyone
    As I see Lab 5 will take quite long time to complete so I decided to post my example scene with the things I added so far.
    I'd appreciate some feedback if someone would like to check it out.
    Lab 5 - If it doesn't work, just try refreshing several times until it loads :)
    Please check out the stats too - Lab 5 Stas so far
     
    Last edited: Mar 4, 2013
  45. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    @apomarinov: Tried it 5 times and it kept timing out. Maybe try a download link from dropbox? :)
     
  46. apomarinov1

    apomarinov1

    Joined:
    Oct 21, 2012
    Posts:
    66
    Well here it is http://goo.gl/kjdpQ :)

    I was waiting for your answer on the question that was in the email, anyway I'll post it here too
    Edit: Tried loading it from the website and it worked the first time... Guess it works whenever it pleases. When I was doing the first lab, and came to the web publishing videos, I tried finding another webhost but to no luck. Each one had file size limitations.
    Also I saw in a video a guy was loading the web build directly from dropbox, that didn't work for me either.
     
    Last edited: Mar 5, 2013
  47. Jarek86

    Jarek86

    Joined:
    Feb 23, 2013
    Posts:
    2
    Hey I'm having this error pop up whenever I try to load up the 2D Mario clone on the part-11 tutorial: hud coins lives,

    Assets/2D Mario Assets/Scripts/hudController.js(39,43): BCE0017: The best overload for the method 'hudController.aniSprite(Object, Object, Object, Object, Object, Object, String)' is not compatible with the argument list '(UnityEngine.GameObject, int, int, int, int, int, String, int)'.

    How do I fix this??
     
  48. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    @ apomarinov: Excellent job with the Lab 5. You've got a lot of great features in and from the looks of it will be pushing it even further. Nice job with Yoshi and the dialog part. Keep up the great work!

    Also, for the question above, yes for posting the labs online. Let me know if you continue having issues with it. Dropbox worked on my end, and I would happy to except that as well.

    @Jarek86: Be sure that the aniSprite function is correct for hudController.js. It should read:
    function aniSprite ( spriteObject, columnSize, rowSize, colFrameStart, rowFrameStart, totalFrames, type:String, index)
    {}

    Hope that helps. Let me know if you run in to anything else. Thank you.
     
  49. apomarinov1

    apomarinov1

    Joined:
    Oct 21, 2012
    Posts:
    66
    I`m really glad you liked it! :eek: :D
     
  50. profcwalker

    profcwalker

    Joined:
    May 3, 2009
    Posts:
    243
    @apomarinov: Definitely. Keep up the great work. :)