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Found 3 results

  1. Hey, i'm new to the unity engine and have a sphere to walk on. the gravity is pulling the player onto the ground. You can watch by moving the mouse around. I wanted to make the player being able to jump just 1 time. So i used the if statement to disable jumping again while jumping. But it doesn't work, even with if, i can jump whenever i want to. Can some1 solve this =? Here my code: public float mouseSensitivityX = 250f; public float mouseSensitivityY = 250f; public float walkSpeed = 4f; public float jumpForce = 220; public LayerMask groundedMask; private Transform cameraT; private float verticalLookRotation; private Vector3 moveAmount; private Vector3 smoothMoveVelocity; private bool grounded; private void Start() { cameraT = Camera.main.transform; } private void Update() { transform.Rotate(Vector3.up * Input.GetAxis("Mouse X") * Time.deltaTime * mouseSensitivityX); verticalLookRotation += Input.GetAxis("Mouse Y") * Time.deltaTime * mouseSensitivityY; verticalLookRotation = Mathf.Clamp(verticalLookRotation, -60, 60); cameraT.localEulerAngles = Vector3.left * verticalLookRotation; Vector3 moveDir = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized; Vector3 targetMoveAmount = moveDir * walkSpeed; moveAmount = Vector3.SmoothDamp(moveAmount, targetMoveAmount, ref smoothMoveVelocity, .15f); if (Input.GetButtonDown("Jump")) { if (grounded) { GetComponent<Rigidbody>().AddForce(transform.up * jumpForce); } } grounded = false; Ray ray = new Ray(transform.position, -transform.up); RaycastHit hit; if (Physics.Raycast(ray, out hit, 1 + .1f + groundedMask)) { grounded = true; } } private void FixedUpdate() { GetComponent<Rigidbody>().MovePosition(GetComponent<Rigidbody>().position + transform.TransformDirection(moveAmount) * Time.fixedDeltaTime); }
  2. Hey guys thought I would share a simple script I have for Disabling and enabling MouseLook in C#. You may have found out that when you disable the mouselook in "First Person Controller" that the camera can still move in th "Y" axis, that is because there are 2 mouselook added. This is a simple loop to find all the mouselook components and disable/enable them using a boolean. So for example if you wanted to disable mouselook while you the player is in the inventory you can use it simply like this. public MouseLook[] mLooks; private bool showInventory; //place this in your void Start() showInventory = false; void ToggleInventory() { if(Input.GetButtonUp("Inventory")) showInventory = !showInventory; foreach (MouseLook mLook in mLooks){ // enables MouseLook when showInventory is false mLook.enabled = !showInventory; } } Hope you find it useful. And as usually... Peace. Love. Happiness.
  3. how to enable and disable scripts with another script? (c#) script: using UnityEngine; using System.Collections; public class nitro : MonoBehaviour { public Component N20; public Component Setup; void Start(){ N20 = GetComponent<N20>(); Setup = GetComponent<Setup>(); } void Update(){ if(Input.GetButtonDown("nitro")){ N20.enable = true; Setup.enable = false; } else { if(Input.GetButtonUp("nitro")){ N20.enable = false; Setup.enable = true; } } } } Message error on unity: nitro.cs(16,9): error CS1061: Type `UnityEngine.Component' does not contain a definition for `enable' and no extension method `enable' of type `UnityEngine.Component' could be found (are you missing a using directive or an assembly reference?) help me please!
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