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OcularCash

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OcularCash last won the day on January 20

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About OcularCash

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  • Birthday 04/29/1985

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    Springfield Missouri USA
  • Interests
    Javascript, Java, C#, C++, PHP, 3d Modeling, Foley Recording, Photography

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  1. OcularCash

    Unity C# admob

    https://github.com/googleads/googleads-mobile-unity/blob/master/samples/HelloWorld/Assets/Scripts/GoogleMobileAdsDemoScript.cs take a look at the delegates in the start function
  2. OcularCash

    Email send c#

    To see if it’s sent, you can just surround it in a try catch and it should notify you if it fails try { smtpServer.Send(mail); } catch(SmtpFailedRecipientException e) { Debug.LogError(“Failed to send!”); } edit: psh, didn’t even read the last part of geckoos reply
  3. OcularCash

    Side lenght by radius

    What is it your actually trying to do? If your just trying to get the length of a side after it’s created it’s just (p1 - p0).magnitude instead of all that fancy stuff i.e. Length = distance between any 2 neighboring vertices edit: with your function tho, also make sure your multiplying a float as well. 2 * radius is int * float which returns an int vs 2.0 * radius is float * float which returns a float vs radius * 2 is float * int which returns a float. Your float casting is for the whole equation, things inside it must be cast as well. I don’t know if that fixes the equation or if unity is auto converting 2 to 2.0 but it may help
  4. @OneManArmy that’s why I stated in some cases. Depends on the complexity of the final product and the size and probability. Ran into this issue with the slot machine when I was randomizing symbols based on money in the machine. At one point on Android had a hiccup of almost half a second using the same while method because the probability factor was too low compared to the amount in the machine. Was more looking towards what his end product might be since we don’t really know how complex he’s wanting to go in the future @Logystone good to hear
  5. OMA is correct. But another option is to have a list of indexes and remove/add indexes when you click the button and randomly select an index from the list of indexes. Tho while loops would work, it could cause possible hiccups depending on how many times the random number is continuously the same as the current index. Although doing it the method I just explained CAN BE (not always) more efficient, it is also more complicated to understand if you haven’t messed with that sort of thing before
  6. OcularCash

    GameObjects spawning!

    There’s a few different ways to handle instantiated scripts accessing static scene scripts (or vice versa). Here is a couple options (but not limited to): A: use static functions to carry out calls B: using FindObjectOfType to find the gameManager script in the scene C: have a script on the player that points to the gameManager. ie (player.gameObject.SendMessage and the player can tell the gameManager what it needs) theres a million on ways to do it. But the jist is either statically call it, find the component or call a function on another object that points to the component you need
  7. OcularCash

    AU FPS Kit 1.5 how add character personnel

    Moved to the help section. FPS mod section is for mods for the FPS kit, not help questions with a project non kit related. for your question, FPS games don’t use an entire body, just the arms. But if your really wanting to use the entire body, go into mixamo:rig and look for neck or head and place the camera there but if the animation has any jitters, your camera is going to jitter as well
  8. OcularCash

    Creating a Framework Story Telling Games

    Looks good. Reminds me of mist of the old dos games I used to make. RIP deja vu
  9. OcularCash

    UI button not functioning properly after first use [unity 5.1.1]

    Is this a UI related question or a function related question?
  10. OcularCash

    Ball movement script

    https://docs.unity3d.com/ScriptReference/Rigidbody.AddTorque.html https://docs.unity3d.com/ScriptReference/Input.GetAxis.html like geckoo stated, try it out yourself. Above is all the reference material you need to make it work
  11. OcularCash

    Regular shapes in a circle

    The problem with your code it’s hard coded. But you know that. All you have to do is know how to create a procedural circle. A hexagon, decagon, etc is just a procedural circle with a set number of points. You can either look at my code for weapon selection on page 2 of the scripts section for 2d or look at this for 3d: https://answers.unity.com/questions/944228/creating-a-smooth-round-flat-circle.html triangle is 3 points, square is 4, pentagon is 5, and so on
  12. OcularCash

    Sort first objects nearest me ?

    Good to see you got it going. Friendly advice tho, change enemiesInRange from a list of gameObjects to a list of enemyPath. All those get components eat up a lot of rss bc your using it an update loop. So just cache the component on trigger enter and you don’t have to get it up to 3x, 60 times a second. edit: and whenever you need to transform or go, you would just call enemiesInRange[index].transform (or gameObject) since the component caches the transform/gameObject that it’s attached to
  13. OcularCash

    Blender to Unity missing Edge?

    Grab that vert in blender or whatever you use and move it forward/backward and see if it’s a combined vert in your modeling app. If it’s is, looks unity is splitting the vert and putting it in the wrong place. If it’s 2 different vertices, combine the 2 and it should fix it p.s. On the other one, it looks like a simple light leak caused split edges (2 edges that doesn’t share vertices)
  14. OcularCash

    Weird issue with model/texture.

    Just looks like to me that the uv is overlapping the texture in blender, click on the those triangles and make sure it’s mapped correctly on the texture
  15. OcularCash

    Why is Photon player being instantiated twice?

    I have no idea. I’ve never used either so not sure when they’re called. But that “is” something that could double the calls. Wait, what’s up with the addcallbacktarget being called in both enable and disable?
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