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About william9518

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  1. Hey there! I have started a new Indie FPS Multiplayer game called Societatem. Updates can be found on my channel at: https://www.youtube.com/user/RedCrusaderGames All game devs who want to join are welcome xD - RedCrusaderGames
  2. In my game I am attempting to do a simple parkour system. This system includes a rectangular detection collider in front of the player, and that is a trigger. When the game detects that the trigger hits something, then the game shoots out a raycast to see if the object is short enough to climb over. For some reason, the trigger only detects collisions that is the right size, that is, not an object too short, and not an object that is too tall. Is there a way to fix this? Here is a picture of a 'just right' size object of which the game can actually detect: Here is one of an object that is too tall: And similar outcomes appear for objects that are short, like the one to the left of the green cube in the 'just right' picture. I sadly cannot upload a screenshot of that because of UA's restrictions. Here is the script that I am using for the 'detected' variable: #pragma strict var detected : boolean = false; function OnTriggerStay(other : Collider){ if(other.gameObject.tag != "Player" && other.gameObject.tag != "NPC"){ detected = true; } } function OnTriggerExit(other : Collider){ if(other.gameObject.tag != "Player" && other.gameObject.tag != "NPC"){ detected = false; } } Any help is appreciated, -william9518
  3. so just gameObject.pivotPoint = Quaternion * Vector3?
  4. how do i create this pivot point? this sounds right :3
  5. OK so I am currently working on multiplayer of my game. I have added a multiplayer 'gun' and would like to set this prefab a child of the player parent WITHOUT ACTUALLY SETTING IT AS A PARENT. So what I'd need to do is somehow 'simulate' the child-parent relationship without setting the parent. I've tried setting the position & eulerAngles to the parent counterpart, but of course the child-parent relationship is way more complicated. For instance, in my script where I just set the position & eulerAngles = the parent, the position will move with the parent and so does the rotation, but since my weapon 'sticks' out a bit, the rotation is messed up. It is hard to explain, but I will provide a few images for the sake of explanation. So here is an image of before turning with the parent-child simulation, the smaller gun is the example here. The larger weapon with the arms are just there for a reference. Here is an image of after I turn slightly to the right: So as you can see, the weapon turns accordingly to its parent, but it doesn't REALLY simulate the parent-child relation. Any help is appreciated. Thanks in advance, william9518
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