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Answer by Jignesh G.

According to me, to organize interaction between scripts is to use static instance of a component by which all the public references can be access directly.

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Answer by Jignesh G.

You can achieve it using a recursive co-routine which will decrease a no every second. See below Code Sample. int nos = 100; void Start () { StartCoroutine ("descreseNos"); } IEnumerator descreseNos()...

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Answer by Jignesh G.

First, why you using co-routine of fading affect.? the simplest way is to use iTween.Value to to achieve color fade effect. public float fromValue = 0; private IEnumerator valueToExample() {...

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Answer by Jignesh G.

OnUpdate will continue to execute even if the timescale is zero. You can add Add Some custom code inside Update() may beto resolve the issue. Hope this will help you. Ulternatively use iTween With...

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Answer by Jignesh G.

Had you tried `transform.localEulerAngles? this might resolve your problem. Thanks.

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Answer by Jignesh G.

Below code should work properly on c# void Start() { ExecuteAfterDelay (3F); } IEnumerator ExecuteAfterDelay(float delay) { yield return new WaitForSeconds(delay); //some code goes here.. } OR you can...

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Answer by Jignesh G.

You can pass class like below example. void Start() { Hello (new testClass); } void Hello(testClass tc) { //some code goes here } class testClass { public int dataValue; public testClass() { } } } Or...

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Answer by Jignesh G.

it seems like you have not initialized all 3 variables private Follower HumanFollowerGet; private Follower AlienFollowerGet; private Follower CurrentFollower; That could be the reason of issue.

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Answer by Jignesh G.

The best way is to use BoxCollider or edge collider to detect collision. if you want complex solution then you can use positions of TextMesh and and otherObjects with co-relation of mesh sizes and that...

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Answer by Jignesh G.

Most IMP Async level load requires unity Pro license.

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Answer by Jignesh G.

Below code should work properly. using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public GameObject prefab; void Start() { Vector3 position = new...

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Answer by Jignesh G.

The best way is to mark field as [Serializable] and you can serialize and deserialize field according to require. this will save your 2D Array. Another way is to convert it to byte array and you can...

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Answer by Jignesh G.

By default unity gives priority to values from inspector. It will not change until you change it programatically. Initialized will be chnaged in inspector if you change it and after inspector will not...

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Answer by Jignesh G.

Camera.enabled = false This should work properly. You don't need to deactivate gameobject which contains camera. You just need to disable camera component of the object. Thanks

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Answer by Jignesh G.

Suddenly Performance down could be due to high polygon objects or unsupported or high processing shaders used inside the game. had you updated something like that?

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Answer by Jignesh G.

Instead of creating delegate most simplest and easiest way would be to create an event, you can register event in any class and it will be executed when when your desired event occurs.

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Answer by Jignesh G.

#if UNITY_EDITOR if(EditorApplication.isPlaying) { UnityEditor.EditorApplication.isPlaying = false; } #endif This line of code will stop running game in unity editor.

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Answer by Jignesh G.

http://docs.unity3d.com/ScriptReference/Transform-localEulerAngles.html Only localEulerAngles to read and set the angles to absolute values. Don't increment them, as it will fail when the angle exceeds...

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Answer by Jignesh G.

According to me, to organize interaction between scripts is to use static instance of a component by which all the public references can be access directly.

View Article

Answer by Jignesh G.

You can achieve it using a recursive co-routine which will decrease a no every second. See below Code Sample. int nos = 100; void Start () { StartCoroutine ("descreseNos"); } IEnumerator descreseNos()...

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