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About kasazwix

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  1. How do I reset a objects position every 5 seconds to the original position ?
  2. Hello how can I do that when I fall on a glass, the glass will break in 10 pieces ?
  3. This is the script to see the the video clip , with unity 3d -------------------- var movieTexture : MovieTexture; function Start() { movieTexture.loop = true; renderer.material.mainTexture = movieTexture; movieTexture.Play (); } --------------------
  4. Hello everyone , I always use the 1280x960 resolution when I use unity 3d , I created a video clip that can be seen with unity 3d , and when i use the resolution 1280x960 everything is fine when i watch the video clip , but when I start to use the 1920x1080 resolution in addition to video clip is also seen a small part of the skybox , how can I do that when I change to the 1920x1080 resolution to not even see the skybox ? I do not even want to see the skybox at the resolution 1920x1080 but only the video clip
  5. this script does not work well crashes
  6. I need the script for the movement of a character, and not the character controller
  7. who has a third-person movement player script ?
  8. but how can I increase the speed of the object ? because it is too slow
  9. how can I make an object move forward automatically continuously without ever stopping?
  10. yes , i have the animation called reload , and I've marked also as legacy the animation , but it does not work the same, how can I solve this problem ?
  11. Hi guys , why I have this error with this script? -------- the animation state could not found not be played because it couldn't be found ------ function Update() { if(Input.GetKeyDown("r")) { // Plays the reload animation - stops all other animations animation.Play("reload", PlayMode.StopAll); } }
  12. I need that when i press space the ball goes in superspeed
  13. I have the script, but I want that must be equal to marble blast gold ---------------------SCRIPT--------------------------------- // speed of the ball public var speed = 5.0; var superspeed = 10.0; var radius = 1.0; var currentSpeed; private var velocity : Vector3 = Vector3.zero; function Start(){ transform.localScale = Vector3.one * radius * 2; var hit : RaycastHit; if(Physics.Linecast(transform.position, transform.position - Vector3.up * 500, hit)){ transform.position = hit.point + Vector3.up * radius; } // add a rigidbody if we dont have one. if(!rigidbody) gameObject.AddComponent(Rigidbody); // set the mass according to the radius. rigidbody.mass = 50 * radius; } function FixedUpdate () { // let see if our body is on the ground. if(Input.GetKey("f")) { speed = superspeed; } else { speed = 5.0; } var hit : RaycastHit; var isGrounded = Physics.Raycast(transform.position, -Vector3.up, hit, radius * 1.5); // base movement off of the camera, not the object. // reset the camera's X to zero, so that it is always looking horizontally. var x = Camera.main.transform.localEulerAngles.x; Camera.main.transform.localEulerAngles.x = 0; // now collect the movement stuff This is generic direction. var direction = Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical")); // prevent the ball from moving faster diagnally if(direction.magnitude > 1.0) direction.Normalize(); // If we are grounded, then lets see if we want to jump. if(isGrounded && Input.GetKeyDown(KeyCode.Space)) rigidbody.AddForce(Vector3.up * rigidbody.mass * 50); // if we arent pressing anything, dont mess with the physics. if(direction.magnitude > 0){ // convert isGrounded into something we can use var modifier = isGrounded ? 3.0 : 0.5; // lets set the direction according to the camera now. direction = Camera.main.transform.TransformDirection(direction) * speed * 2; // lets take the downward velocity from the current so that we dont get wierd physics results direction.y = rigidbody.velocity.y; // Now, lets keep track of a velocity. // This will let the ball move while we are not pressing anything. rigidbody.velocity = Vector3.Lerp(rigidbody.velocity, direction, modifier * Time.deltaTime); // Now, lets break the rotation out from the movement. var rotation = Vector3(rigidbody.velocity.z,0,-rigidbody.velocity.x) * 20; // Lets add some spin to make the ball move better rigidbody.angularVelocity = Vector3.Lerp(rigidbody.angularVelocity, rotation, modifier * Time.deltaTime); } // return the camera's x rotation. Camera.main.transform.localEulerAngles.x = x; }
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