Tagged Questions
0
votes
0answers
25 views
Odd errors w/ disabling game objects with C Sharp in Unity
I'm having problems with properly disabling game objects in Unity. Right now, they're disabling, but I get a "NullReferenveException" error whenever the first object to be disabled is disabled.
The ...
0
votes
0answers
38 views
Unity game engine javascript pickle
I want to import my nearly-ready game scene from Blender to Unity. I have my own format to store my data from the game worlds.
I serialised it with Python's pickle module, because I couldn't find (I ...
0
votes
1answer
57 views
Mouse Aiming Causing Rotation Jitter
When our game's ships move around, mouse aiming causes them to shake around a lot. The body being aimed is moved kinematically. I think we've narrowed it down to this block of mouse tracking code.
...
-1
votes
0answers
98 views
AI for mass battles in Unity [closed]
I'm looking at building a game where there are many large battles controlled in an RTS like way. When I say large I'm talking 100's in the battle in multiple teams. My question is what is the best way ...
2
votes
1answer
155 views
Unity3D custom camera matrix breaking shadows/lights in deferred rendering
EDIT 1:
So it seems this is a common issue with Unity, and it comes from a bug in which custom camera matrices break deferred lighting and shadows. This topic right here talks about it a bit, but the ...
2
votes
1answer
76 views
Unity3D How too write to the back buffer AFTER the final pass of deferred rendering
I've been using this script and shader from the wiki, and they work wonders; my only problem is using them in deferred rendering.
Now, the way this shader works is by writing to the depth buffer to ...
3
votes
2answers
62 views
Playing different particle effects in Unity on the same ParticleSystem
The question really sums it up: What is the best way to use one particle system for playing different particle effects?
The scenario: GameObject is picked up and it starts playing a simple indicator ...
1
vote
0answers
38 views
Translating an object with a joypad
I'm trying to move a 3D plane with my mouse joysticks. At the moment my code, inside the Update method, is as follows:
xMin1 += Input.GetAxisRaw("LeftRight");
yMin1 += Input.GetAxisRaw("UpDown");
...
-1
votes
1answer
127 views
Should I use a SQLite for this game? [closed]
I'm planning a board+trading card game. It's exactly the same game as Hero Academy, but with trading cards, and customisable decks. I'm in the Software Design phase, and I'm thinking about using ...
3
votes
1answer
67 views
Stitching meshes together
I have a voxel engine that generates a mesh per chunk and now I want my meshes to be 1 mesh, but if I create them as a single mesh I kind of lose the benefit of chunking the data in the first place.
...
4
votes
0answers
138 views
Producing a smooth mesh from density cloud and marching cubes
Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like ...
-1
votes
1answer
107 views
Server Based High Scores
I'm currently using the following MySQL example to make a server side high score table: Unity Server Side high score
The above example allows me to create a top 5 player high score table that sorts ...
2
votes
2answers
249 views
Understanding marching cubes and voxel data relationships
in case it matters i'm doing all this in unity with C# ...
I think I missed something or maybe don't understand the logic correctly.
I have an existing voxel engine that looks very "minecrafty" at ...
11
votes
2answers
650 views
How to blend two cameras when traveling through a portal in Unity3D
Before I get to my question, I know the most obvious solution would be to use the normalized view port rect, however I need more complex shapes than a rectangle, and I've looked in to using the view ...
3
votes
1answer
148 views
How to optimise mesh data
So i have some procedurally generated mesh data and i want to reduce it down to its minimum number of verts. In case it matters this is a unity project.
Working on the basis of a simple example, ...
1
vote
1answer
90 views
Defining a random irregular shape in a bool array
I need to find out how to populate an array bool[x,y] with a random filled shape.
lets say I want a triangle depicted in my array i would define an area within the array and set all points to "true" ...
1
vote
1answer
119 views
Player positions in a race game through arrays or…?
First time posting on these forums so go easy on me!
I've been programming a race game which has been going quite well. I've just discovered now how hard it is to set up player positions!(As in 1st, ...
4
votes
1answer
124 views
Why does this Unity code work as expected only with the while loop?
In unity, in C#, I have the following code in Awake():
Awake()
{
Transform obj = InstantiateTarget();
//the bizarrely required and "working" loop
while (transform.childCount > 0)
{
...
0
votes
1answer
69 views
Lerp an object based on timers
I'm trying to make a target lerp between two objects based on a timer.
At the moment, I have the following code:
float distCovered = (Time.time - waitTime) * speed;
float fracJourney = ...
2
votes
4answers
208 views
Can I transfer C# coding I do in Unity for practice to another 3d engine?
If I use a C# coding in Unity 4, can I transfer that coding into another non-Unity engine as long as it accepts C# too? I hope this question makes sense. Thank you in advance.
2
votes
2answers
86 views
Moving character on x axis
I am new to unity scripting.
I am trying to move my character towards right side(on x-axis) to create a running effect, I've imported the character from blender which contains two animations, "jump" ...
0
votes
0answers
212 views
Accessing Bluetooth data via SerialPort (Unity/C#)
So I'm working in Unity3D, programming in C#, and I heard that one can read data from a Bluetooth adaptor via SerialPort. I have several Bluetooth USB adaptors that I've tried to connect on my PC ...
1
vote
1answer
106 views
Spawning enemies at way points [closed]
I'm trying to have my game spawn enemies when ever the player reaches a way point.
Right now, I have this functionality working. When my player gets to the first way, the enemies spawn. He only moves ...
3
votes
3answers
181 views
Getting correct angles between Vector3s
I'm working on a project where you can draw lines between points. You select one point and drag the mouse onto another point and a line is drawn between them.
The line itself is a 3d object which is ...
-1
votes
1answer
184 views
I want to start making 2D Games with C++ or #C [closed]
I know C++ pretty well, I think - polymorphism, vectors, templates, and more.
I also know C#.
I want to program a 2D game, but not like those programs where you click a button or two, and you ...
3
votes
1answer
113 views
Rotate object to always face camera
I'm trying to make a TextMesh appear when ever an enemy prefab is hit.
I currently have this functionality working. However, the text doesn't face the direction the players camera is looking.
At the ...
1
vote
0answers
52 views
Mixing animations
I'm working on a swing animation and mixing it with a turn animation in a motorcycle game.
The issue is that for the swing animation to work while turning only the swinging arm has to animation, ...
0
votes
1answer
101 views
Quit the application when clicking cancel button of Alert View in C#
Can someone guide me as to how can I make an application quit when you press the cancel button of an Alert View in C# code?
Thanks
I forgot to add that I am trying to quit application on clicking ...
4
votes
2answers
164 views
Mixing threads and coroutines in Unity3D Mobile
I had a coroutine in Unity3D that downloaded a zip from a server, extracted it to the persistent data path, and loaded its contents into memory. The flow looked something like this:
IEnumerator ...
2
votes
1answer
86 views
Translating a terrains position using input in Unity 3D C#
I am trying to make a terrain in Unity move, but im having trouble. Here's the code i have.
using UnityEngine;
using System.Collections;
public class NewScript : MonoBehaviour {
Camera camera;
...