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About PitbullM

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  • Birthday 12/29/1985

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  1. Unfortunately it was at home, I thought I was safe ..... I have also two Pitbull that ... I brought with me for the walk. are usually at home doing guard .... they kept an eye on me. In return, I found my old HD that I changed for a ssd. Too bad ... goodbye to my faithful Alienware ... They were treated to a coffee maker Asus better than nothing ... and then, and free ....
  2. I can not believe they stole my pc .... I had all projects Bear with me if I were to call for help for some things. ^ ^ I have to start all over again ..... Thanks sorry for the trouble..Thanks sorry for the trouble.. I feel among friends here alone. thank you.
  3. What a beautiful model Congratulations very good
  4. Excellent as always thank you so much
  5. Thanks very good
  6. Awesome !! thanks so much.
  7. Thank,Thank you on this script
  8. public static var avviato:boolean =false; function Awake() { if (!avviato) { // this is the first instance - make it persist DontDestroyOnLoad(this.gameObject); avviato = true; } else { // this must be a duplicate from a scene reload - DESTROY! Destroy(this.gameObject); } } Thanks Thanks guys for support. But a big thank you for YougDeveloper your version and pretty tough and I'll definitely try. ^'> I tried using the solution that place but I take issue with most of loadings levels. In scoremanager I also life, rank, money, and point. I take life by the script PlayerLife that dies when the player does not zero but is negative because ???? How do I reset the Scoremanger without destroying it? Thanks
  9. Very playable you can not aim but very beautiful weapons and effects. Thank you very much
  10. function Awake () { DontDestroyOnLoad(gameObject); } Thanks for the attention. I do not understand how to use your help I put in the script ScoreManager this code. but it continues to create me another GameObject Scoremanger. How do I test when he destroy the new ScoreManager no points? thanks excuse my bad English
  11. #pragma strict var scoreManager :ScoreManager; function Start(){ var GO = gameObject.FindWithTag("ScoreManager"); scoreManager = GO.GetComponent("ScoreManager"); } function OnTriggerEnter (Hit:Collider) { if(Hit.gameObject.CompareTag ( "Player")){ DontDestroyOnLoad (scoreManager); Application.LoadLevel(1); } } Hello to all. Help me to find the solution. when loading the next level you delete or duplicate the scores. I tried searching on the net but could not find anything. As I do with "DontDestroyOnLoad (gameObject);" when the charge level is superimposed on the old with the new score. A real shit. Help please
  12. Thank you so much We hope to find info on a big problem that he can not solve.
  13. /***************************************** * X [Unity 5] * Pause Menu ******************************************/ using UnityEngine; using System.Collections; using UnityStandardAssets.Characters.FirstPerson; public class Pause1 : MonoBehaviour { private bool paused = false; public GUISkin mySkin; void Start(){ OnPause(); } void Update () { if (Input.GetKeyDown (KeyCode.P)||Input.GetKeyDown (KeyCode.Escape)) { if (!paused) { OnPause(); } else { OutPause(); } } } void OnPause() { Time.timeScale = 0; paused = true; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; Debug.Log ("IN PAUSA"); GameObject.FindWithTag("Player").GetComponent<FirstPersonController>().enabled=false; } void OutPause() { Time.timeScale = 1; paused = false; Debug.Log ("NON IN PAUSA"); Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; GameObject.FindWithTag("Player").GetComponent<FirstPersonController>().enabled=true; } void OnGUI(){ var X = ( Screen.width / 2); var Y = ( Screen.height / 2); if (paused == true){ = mySkin; GUI.Label (new Rect(X-56,Y-100,200,360),"<< PAUSE >>" ); } } } Small update I implemented the lock FirstPersonController on break. so much better. Hello to all. Un grosso Saluto a tutti gli amici del forum che sono Italiani.