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Answer by Matt Downey

This guy has made some epic code: http://forum.unity3d.com/threads/61133-Motion-blur-for-Unity-3 Here's his demo: http://vimeo.com/10287910

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Answer by Matt Downey

Check the y-coordinate of P1 and P2, if P1 is below P2 (lower altitude) Physics.CapsuleCast WILL work. If not, everything will go to hell....

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Answer by Matt Downey

Go to the tab "edit"-->"project settings"-->"physics" and look at the "min penetration for penalty" variable. If that variable is 0.05, then that is precisely the behavior the Unity3d dev team...

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Answer by Matt Downey

What you are looking for is the Dot product. You want to disable movement when the player is inside a wall, so if(Vector3.Dot(velocity,hit.normal) < -0.1) velocity = Vector3.zero; //when you get...

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Answer by Matt Downey

First something that might give you a little insight. Physics.SphereCast will return false if the imaginary sphere starts its "sweep" while already inside of an object. Basically, you can think of...

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Answer by Matt Downey

First off, that code is indeed in a script attached to the wall right? I would do it the other way around (attach the script to the cannon ball, which then finds a "wall" tag on collision), but it...

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Answer by Matt Downey

I'm always late in answering questions on Unityanswers, but... function Pace (normal : Vector3, vect : Vector3) { //By dot product/negative inverse, this is orthogonal to the normal var right : Vector3...

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Answer by Matt Downey

If it's first person, there should be a lot less worries than for a third person. Firstly, do you know about the camera trick where the player's gun and hand are placed in front of all other objects?...

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Answer by Matt Downey

My best guess would be to add a co-routine that is called every 1-5 seconds that sorts through the nearest objects and either enables or disables the collider based on whether or not they are within a...

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Answer by Matt Downey

I think you might be able to get this to work with fixed arrays. Usually with the javascript arrays you use float, int, string, etc (not GameObject from what I know). var arr : GameObject[]; //make a...

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Answer by Matt-Downey

A good way to do this would be to collide if Vector3.Dot (or Vector2.Dot) of Player.velocity && rayInfo.normal (for a simple raycast) is less than 0. In order for this to work you need to go...

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Answer by Matt-Downey

Almost positive I know your issue. I think you need to use cannon.transform.rotation (not local rotation) and cannon.InverseTransformDirection instead of Transform Direction for these two lines:...

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Answer by Matt-Downey

I think the best thing for a 2D game would be to add a particle effect to simulate a glowing aura. http://unity3d.com/support/documentation/Manual/Particle%20Systems.html If you were to use 3D (doesn't...

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Answer by Matt-Downey

This guy has made some epic code: http://forum.unity3d.com/threads/61133-Motion-blur-for-Unity-3 Here's his demo: http://vimeo.com/10287910

View Article

Answer by Matt-Downey

Check the y-coordinate of P1 and P2, if P1 is below P2 (lower altitude) Physics.CapsuleCast WILL work. If not, everything will go to hell....

View Article


Answer by Matt-Downey

Go to the tab "edit"-->"project settings"-->"physics" and look at the "min penetration for penalty" variable. If that variable is 0.05, then that is precisely the behavior the Unity3d dev team...

View Article

Answer by Matt-Downey

What you are looking for is the Dot product. You want to disable movement when the player is inside a wall, so if(Vector3.Dot(velocity,hit.normal) < -0.1) velocity = Vector3.zero; //when you get...

View Article


Answer by Matt-Downey

First something that might give you a little insight. Physics.SphereCast will return false if the imaginary sphere starts its "sweep" while already inside of an object. Basically, you can think of...

View Article

Answer by Matt-Downey

First off, that code is indeed in a script attached to the wall right? I would do it the other way around (attach the script to the cannon ball, which then finds a "wall" tag on collision), but it...

View Article

Answer by Matt-Downey

I'm always late in answering questions on Unityanswers, but... function Pace (normal : Vector3, vect : Vector3) { //By dot product/negative inverse, this is orthogonal to the normal var right : Vector3...

View Article
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