C# is a multiparadigm, managed, garbage-collected, object-oriented programming language created by Microsoft in conjunction with the .NET platform.
0
votes
0answers
25 views
Game performs poorly when sideloaded
My game runs smooth when I deploy it to my windows phone directly from Visual Studio 2012 in debugging mode.
But when I sideload/deploy the same .xap file with the Application Deployment Tool, the ...
0
votes
0answers
49 views
Why is my animation getting aborted?
edit: Problem solved, see comments!
I have a class named Animation which handles my animations. The animation class can be called from multiple other classes. For example, the class Player.cs can ...
1
vote
1answer
107 views
Grid-Based 2D Lighting Problems
I am aware this question has been asked before, but unfortunately I am new to the language, so the complicated explanations I've found do not help me in the least.
I need a lighting engine for my ...
1
vote
1answer
32 views
ContentManager in XNA cant find any XML
Im making a game in XNA 4 and this is the first time I'm using the Content loader to initialize a simple class with a XML file, but no matter how many guide I follow, or how simple or complicated is ...
1
vote
2answers
133 views
Physics for moving blocks
I'm working on a 2D game for windows phone where the player moves blocks around to bounce a laser beams.
I need to create some simple physics for moving the blocks.
For the moment I have a simple ...
0
votes
0answers
17 views
Gui not showing when accessing AudioSource.Volume
I have
A GuiManager class
A SoundManager with 2 AudioSources
SfxPlayer is created in the inspector on the same object as SoundManager
MusicPlayer is created programatically within the SoundManager
...
1
vote
1answer
60 views
Non OnGUI based progress bar
How can I make a progress bar appear in Unity that doesn't make use of the OnGUI functionality in C#?
I'm doing something with an Oculus and the OnGUI stuff doesn't work too well in a stereoscopic ...
1
vote
1answer
89 views
How to give a ball a following texture trailing effect
How do I draw copies of the leading texture so that there is a line of the leading ball following behind it? (that don't collide)
So far I have tried to create the effect by placing another graphic 2 ...
5
votes
2answers
206 views
Slerping rotation mirrors
I rotate my game character to watch at the target using the following code:
transform.rotation = Quaternion.Slerp(startQuaternion, lookQuaternion, turningNormalizer*turningSpeed/10f)
...
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votes
0answers
40 views
Saving to a file in C# [on hold]
If I use this code:
using (StreamWriter streamWriter = new StreamWriter("Content/player.txt", true))
{
...
0
votes
1answer
87 views
Unity GUI not in build, but works fine in editor
I have:
GUITexture attached to an object
A script that has GUIStyles created for the Textfield and Buttons that are created in OnGUI(). This script is attached to the same object in number 1
3 ...
-1
votes
0answers
73 views
Are VM-based languages becoming viable for Graphics since the move to GPU computing? [on hold]
Perhaps the title is not the most clear, so let me elaborate it more: I am talking about VM-based languages, by that I mean languages that run on the JVM (java) and for example C#. Also I am talking ...
0
votes
0answers
62 views
Dynamic real-time pathfinding with C# and unity [closed]
A buddy and I are working on a simple 2D top down arena combat game similar to OpenGLAD (grew up on ye olde GLADIATOR).
Thing is, we want to make some substantial deviation from our source of ...
-1
votes
0answers
53 views
Unity 3D coding language, C# or JavaScript [closed]
Hello to the gaming community. I am a budding game designer, learning to code for the first time in my life. I did learned c++ in school, 8 years back, so I sort of understand the logic when people ...
1
vote
2answers
85 views
GameObject in hierarchy needs to know who it belongs to
I have two objects from the same prefab. They have bodies and swords. What good options do i have to check if a sword belongs to player2 or player1?
For example when body registers that it has been ...