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Answer by mar10

@AshAl1 when I started I used code that is available in Unity's sample projects, it comes with the download of unity or can be downloaded from the site. there is also code samples in the API. unity...

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Answer by mar10

@Vuzok try adding a coroutine that gives you two random numbers 0 & 1, set the coroutine to wait in seconds so you have control over the intervals. now every time the number is 0 make the asteroid...

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Answer by mar10

you have to parent the arms to a Character Controller & study the Unity's mechanim system. check out the sample projects that's included with unity & also study the scripting API which has a...

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Answer by mar10

use object pooling & just teleport the apples back to their starting positions rather than create & destroy which is hefty on the hardware don't delete the baskets just disable them so they do...

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Answer by mar10

you need to use rigidbody.AddForce(velocityChange,ForceMode.VelocityChange); here are good scripts from unity community ( http://wiki.unity3d.com/index.php/RigidbodyFPSWalker ) (...

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Answer by mar10

i use animation per weapon & no IK which is a lot of work but i personally feel it is better performance than with IK, but IK is easiest & more flexible just a few animation for a lot more...

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Answer by mar10

it looks like when you rotation values goes from fractional to whole number that is when it gets nuts try starting the animation from -4.0 and below don't go above -4.0.

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Answer by mar10

check your animation import settings Animation tab the root transform position (XZ) bake into pose should not be checked & don't move the controller just turn it, also your animation must have...

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