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Answer by Aaron_T

With help from wiliz and NCarter from the IRC chat, I was able to solve my own problem. I learned that the game would crash when it tried to load a scene with any UI objects that had any component with...

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Answer by Aaron_T

Looking at your code, it seems like it should work. A few things that you can check: Make sure that you attached your PlayerMovement script to the gamobject in the editor. Make sure that Speed is set...

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Answer by Aaron_T

OnTriggerEnter is called immediately when the object detects that it entered another trigger, putting it in FixedUpdate wouldn't put a delay, if it would even work at all. What you can do, if you need...

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Answer by Aaron_T

You can do something like the following, taken from the Space Shooter tutorial... In your enemy's movement script FixedUpdate, the following code wouldn't allow them to move outside of your given...

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Answer by Aaron_T

I found my own answer. Apparently, each object's PhotonView will only write on the client of the player that owns the PhotonView. I had to split up my script and incorporate everything into several...

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Answer by Aaron_T

In the Unity editor, go into Edit > Project Settings > Graphics and under "Always Included Shaders" make sure that it contains UI/Default and UI/Default Font. If it doesn't, add them. If it does,...

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Answer by Aaron_T

If consoleInput is a reference to the Input Field game object, and not a reference to the Input Field component itself, then this code should correctly put the Input Field into focus of the keyboard....

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Answer by Aaron_T

PhotonNetwork.Destroy() may only be called by the client that instantiated the object. What you can do is a have a custom script attached to the object with a method that can be called on the object...

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