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Found 4 results

  1. I have a problem that when two colliders touch, the script doesn't do anything. These two colliders in my game only touch, one doesn't enter another. public bool isTouching = false; public float maxDistance = 0; // Use this for initialization void Start () { } void OnCollisionStay (Collision collisionInfo) { if(collisionInfo.gameObject.name == "shot") { print(gameObject.name + " collided with another object"); } }
  2. This script will let you switch scenes by pressing on a Collider. Download How to use. ------------ 1. Make a GameObject in your scene. 2. Create a Collider on that GameObject. 3. Make sure that the GameObject is on the Camera. 4. Copy the Menu Script on the GameObject. 5. Save the Scene and create a new Scene. 6. Save both Scenes give it a name. 7. Add the both Scenes to the Build. 8. Go to the first scene where you created the GameObject and select the GameObject. 9. When selected go to the Inpector and you can write the other scene name you want to load. 10. THAT'S IT!! ------------
  3. Hi, I have a fridge and it has two different doors. Once mouse clicks, doors should open and close two different times. The Problem is; The doors are opening and closing same time. Could you please any one advice me. I have attached my code below. using UnityEngine; using System.Collections; public class SmallDoorExample : MonoBehaviour { public float closedAngle = 0; public float openedAngle = 90; public float doorSwingSmoothingTime = 0.5f; public float doorSwingMaxSpeed = 90; private float targetAngle; private float currentAngle; private float currentAngularVelocity; Ray ray; RaycastHit hit; void Update () { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast (ray, out hit)) { if (DoorWasInteractedWith ()) ToggleAngle (); Debug.Log (hit); } UpdateAngle (); UpdateRotation (); } static bool DoorWasInteractedWith () { return Input.GetMouseButtonDown (0); } void ToggleAngle () { if(Input.GetMouseButtonDown (0)){ if (targetAngle == openedAngle) targetAngle = closedAngle; else targetAngle = openedAngle; } } void UpdateAngle () { currentAngle = Mathf.SmoothDamp (currentAngle, targetAngle, ref currentAngularVelocity, doorSwingSmoothingTime, doorSwingMaxSpeed); } void UpdateRotation () { transform.localRotation = Quaternion.AngleAxis (currentAngle, Vector3.up); } } Thanks in Advance
  4. I have a problem with triggers. when the object touch the trigger the script doesn't work. Trigger = Cube with Mesh Collider and TriggerMode = on Object to collide = My .fbx model with normal Mesh Collider Script: function OnTriggerEnter () { Application.LoadLevel(2); } --------------------------------------- I'm sure i did something wrong on Colliders but not in the script.
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