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OcularCash

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OcularCash last won the day on May 27

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About OcularCash

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    Team Member
  • Birthday 04/29/1985

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  • Location:
    Springfield Missouri USA
  • Interests
    Javascript, 3d Modeling, Foley Recording, Photography
  1. Is saving built into ufps or is that something your doing yourself? If it's something your doing yourself it doesn't matter what your using because it's something that doesn't pertain to the kit. For your question tho, if your writing it yourself, can we see the lines of code that is trying to write it (no code pertaining the kit itself, just a snippet of writing code)
  2. If your using a rigidbody2d you should be able to lock the rotation in the editor
  3. Just negate direction. I.e. direction = -direction; or just simply flip the parameters in your cross function. Either way i take it you didn't program this yourself and instead used a tutorial. When using tutorials, make sure you pay attention to them when they describing how bits of the code work. You can also just simply use a backwards animation
  4. @geckoophysic stands for physical (properties of an existent material) which coincides with with a material of a 3d mesh. While physics the standalone property that does not require an existing material, for instance, a ui texture that has no 3d material. @websfera.plno sure if a physic material works without collision but as geckoo stated, you can always try it
  5. Concept: check if the network id (view) is yours and disable/enable accordingly. Implementation: depends on the network solution you are using. The concept remains the same but the code is solution dependent. Without knowing your solution, code/example cannot be provided
  6. Probably because this is 6 years old. Back when unity was still wearing diapers. A lot has changed since then, including its methods
  7. Change LoadingScreen to SceneManager
  8. Any chat script will work, you just convert it to photon. Even this that posted several years ago works, just use the photonrpc calls instead of the old master server rpg calls.
  9. I personally love using the cc. I prefer it over a rigidcontroller anyday just because it cuts out some of the generic coding and allows same frame collision detection and response. But for this type of game, you need a rigidcontroller. The reason being is that rigidcontroller can rotate the player and it's attached collider, cc cannot and is permanently locked on x and z axis. the answer to your question tho is this: instead of: moveDirection.y -= someFloat * Time.deltaTime; its: moveDirection -= -transform.up * Time.deltaTime; p.s. I actually made a game several years ago that is exactly like that. It was an inverted cube and each wall was a different map and players could change there gravity to be on seperate walls (maps). Pretty fun shooter mode
  10. You have no logic for x rotation implemented so there should never be rotation on that axis. Are you use a rigidbody? If so,just lock the x rotation in the inspector
  11. I've never had this issue and I've been using the animation component in every version of Unity since v3. Are you sure you didn't cntrl+lmb or something?
  12. Released? And a mobile only contest? And saying Time.timeScale = moveSpeed / maxSpeed is not platform constraint
  13. Ah gotcha. Forgot you can't do that in c#, only js. You have to do this: transform.eulerAngles = new Vector3(transform.eulerAngles.x, ManFace.eulerAngles.y, transform.eulerAngles.z);
  14. And if you have a rigidbody attached to it, make sure the x rotation is not locked and also use a physics method like AddForce and AddTorque instead of manipulating the transform component directly. If you have a character controller component attached, x and z rotations are auto locked which means they cannot be rotated
  15. It should just be transform.rotation.y = ManFace.rotation.y;