Recent Internet Postings

List of recent postings made by us in internet fora and Q&A sites outside from www.scio.de.


  • I would use a second collider at the upper part of the enemy let's called it headCollider. Set isTrigger = true and maybe use a special physics material. If this headCollider is the first one to get triggered you know that the player chararacter is jumping on the enemy or is falling on it from above. In OnTriggerEnter (Collider other) you can prepare some status variables (and maybe a timer for resetting the status). Also the current jump status like in V_Programmer's answer suggested should be useful for evaluation. As Unity does not allow you to attach 2 colliders of the same...

  • @Bart Unity is an IDE for game development in C# or JavaScript. Getting imported resources to work is an integral part of configuration. The animation itself is then triggered from a C# class. IMO it's fine here but of course there are intersections with gamedev

  • What do you see in console when running from Xcode? It should start with Initialize engine version: 3.5.7f6 and end with -> applicationDidBecomeActive(). If so: Do you see the splash screen then on your iPad? If not: Take a new empty Unity project and try this. I didn't get this Dropbox thing, what do you mean by this?

  • @King see my updated answer

  • I used to work with Unity's built-in GUI system, but then switched to NGUI - one of my best decisions. Maybe they will do something similar, the NGUI guy is now working at Unity.

  • Do you register them at one instance member like myEvent += myCallback1; myEvent += myCallback2; and so on?

  • I just added a third alternative to my answer - maybe the easiest one.

  • I would refactor the Menu class so that you can disable it a a whole when no needed for two reasons: The code on Update is needed only when you are actually in the menu scene OnGui is pretty expensive as it is called several times per frame You can make an empty game object MenuManager or even better SceneManager kind of persistent using Object.DontDestroyOnLoad. So enabling and disabling the Menu object can be done in this class. Maybe Unity3D singleton manager classes can give you some inspiration. I use this approach to keep the hierarchy small and clean. All my scenes contain a...

  • This kind of rotation implies a change of the object's position as well. I see two ways to solve this: Use Transform.RotateAround and specify the intersection of both, here the blue Z axis with some offset. Maybe its easier to use another empty object to get the coordinates. A hinge joint. This lets you coinfigure the behaviour perfectly but it works with non-kinmatic objects only. So you have to apply forces as the top object would be under control of the physics engine. Depends on the remaining part of the game if this is what you want. [Update] If you position the empty GameObject...

  • So what do you want to achieve? Currently you create a Dictionary and release it in the next line. Is obj of type ` System.Collections.Generic.Dictionary<TKey, TValue>` and thus a System.Object or a UnityEngine.Object?

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