UnityStandardAssets | Unity Standard Assets used in SanAndreasUnity project | Game Engine library
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Unity Standard Assets used in SanAndreasUnity project
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QUESTION
I am creating a third-person android 3d game in unity. I have set up a free look on touch script to move the camera view around the player. Below is the code. But the camera following my player is moving through the walls and objects coming in between the player and the camera. I want the camera to adjust itself if it bumps into an object (Camera is not a child of my player). Things I have tried but did not work:
Applying a box collider/rigidbody/material to the camera
Making an empty gameobject parent of camera and applying box collider/rigidbody/material to that gameobject
Making the camera clipping angle (near) < 0.3 This only works for 1st person but not for 3rd person.
I guess raycasting can be of help but I don't know how to implement it. Any suggestion would be of great help!
...ANSWER
Answered 2021-Dec-03 at 16:41It would be much convenient if you tried using cinemachine. Inside the cinemachine, there is a component called Cinemachine collider. Which will help you to solve this issue. Also, there are a bunch of other features to try.
QUESTION
I am using Destroy(Corazones[0].gameObject); to destroy 5 hearts in an array, but I need to restore them when the player gets another heart. I already have the collider that increases lives +1 and it works, but I do not know how to respawn the heart that represents that life.
The hearts get destroyed when the player gets Hit(); but I also need for the hearts to get restored with Vida(); which increases the live +1
Thanks for your help! This is the way the hearts look
My code uses spanish words. PD: I know my code is a mess, but works for the other stuff.
...ANSWER
Answered 2021-Oct-07 at 06:52Instead of using Destroy(Corazones[0].gameObject)
you could use Corazones[0].gameObject.setActive(false)
or simply Corazones[0].setActive(false)
since the array already contains GameObjects
.
This would preserve the GameObject
while all of its components and children would be inactivated including its Renderer
which would make it disappear.
Then later when you need it you could reactivate it using Corazones[0].setActive(true)
.
QUESTION
I am very new to c# and have been having this problem for quite some time now, and I'm still without luck. the console says a few things but the main gist of **the problem is the type or namespace name 'UI' could not be found.
...ANSWER
Answered 2021-Jul-08 at 00:20When you add using UnityEngine.UI;
you are telling the script about a namespace you are going to use so you don't need to worry about using UI.Text
, just use Text
.
You also have a variable m_UIText
, but when you try to assign it in the Start
function you refer to it as m_UI.Text
.
Simply replace the line with m_UIText = GetComponent();
QUESTION
I am very new to c#, I'm sorry for any of my confusion. I have been using Unity for around a week now, I have tried lots of things I know of and nothing is working. Thanks in advance!!
...ANSWER
Answered 2021-Jul-07 at 08:03The comment of Redired Ninja is right, you cannot use .
in a variable name. But you can use _
.
Here is the basic rule for variable naming from Microsoft :
The first character of a variable name must be either a letter, an underscore character (_), or the at symbol (@).
Subsequent characters may be letters, underscore characters, or numbers.
There are also certain keywords that have a specialized meaning to the C# compiler
There is also another thing that could produce an error in your code:
Starting at the line [RequireComponent(typeof (UI.text))]
, you are using UI.text
with text
in lowercase. If it is not the UnityEngine.UI
that’s at use here, it is fine.
But if it’s what you are trying to use, the correct syntax would be UI.Text
, with a uppercase T
.
Letter case matters in types and variables names.
Also, if you want to avoid using UI.Text
each time, you could also add the line using UnityEngine.Text;
under the first using statement, at the top of your file. Then, you could rewrite [RequireComponent(typeof (UI.text))]
as [RequireComponent(typeof (Text))]
.
Edit: It seem that kolodi commented on UI.Text
part of my answer while I was writting it.
QUESTION
VIDEO < when ever I click my replay button and when the transition is about to start it loads the game before the transition even ends you can see the game being loaded and causes this snappy effect that I'm not sure why is there anyway i could fix this?
my code even though I have a yield that waits for the aimation to finish it doesn't wait at all it only delays when the animation will show and plays the game.
...ANSWER
Answered 2021-Jun-27 at 04:49You could try adding the transitionERR.SetTrigger("start");
before using the StartCoroutine(LoadLevel(1));
You could make an event for the animation end and then put your load scene code in there. Something like:
QUESTION
error CS0234: The type or namespace name 'CrossPlatformInput' does not exist in the namespace
'UnityStandardAssets' (are you missing an assembly reference?)
enter code here:
ANSWER
Answered 2020-Nov-25 at 10:59I think CrossPlatformInput is under 'UnitySampleAssets' and not under 'UnityStandardAssets'" So you need to add an assembly reference:
QUESTION
So my current code removes 5 from the curhealth variable in my enemys once the bullet collides with it. But the issue is, if there is no matter which enemy i shoot and hit, it removes from every single instantiated enemy. I only want to remove health from the enemy who gets hit, how can i fix this?
Enemy.cs
...ANSWER
Answered 2020-Jul-25 at 23:42The issue is that your current health variable is static, that means that each enemy is using the same variable for health.
Static makes the varaible global to everybody.
remove the static modifier and the variable becomes personal to each enemy ;)
QUESTION
I'm new to Unity and I'm studying it by reading the scripts that comes with the assets I downloaded from the Unity Asset Store. That's just how I learn new stuff so forgive me if this is something that should be readily obvious to someone who read through a standard Unity coding tutorial.
The code:
...ANSWER
Answered 2020-Jul-15 at 08:14It's define in Component class , and monobehavior inherit it.
and you using UnityEngine;
so you can found it.
QUESTION
I have fortune wheel in my game which can be played on watching video ad. this wheel can give 4 type of rewards.(4 diamond, 8 diamonds, jackpot, bonus level) now i don't know how to get this done. along this i also have double coin button in my each level which also triggered on watching ad.
here is my admanager script which is linked to double coin button from which i call the ShowRewardedVideo()
...ANSWER
Answered 2020-Jun-22 at 06:36QUESTION
I am making my first mobile game but i don't know how i can make a button when pressing it that the player jumps. Here is my code:
...ANSWER
Answered 2020-Jun-16 at 17:22It's very straight forward, this should be the easiest way.
1) create a button in Canvas UI
2) create a public "Jump()" function in your "Move2D" class
3) assign this public "Jump()" function on your button event in Canvas UI
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