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Answer by Flynn

Mathematically calculate your rotation based on speed: float rotX = (verticalSpeed / maximumVerticalSpeed) * 45 IF the object is traveling downwards at maximum speed, this will return -45. It will...

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Answer by Flynn

var testing : Test = new Test(); This goes into memory handling in code -- There are two types of variables, basic variables, and objects. Basic variables are ALL either a number type (float, integer,...

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Answer by Flynn

There is a slight trick you could use: For simplicity, let's say we have a cube with a script with an int value. It is from a prefab. We have two prefabs in the scene which are exactly the same, wit...

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Answer by Flynn

Physics.Raycast does not take a rotation, it takes a direction. (1, 0, 0) is a direction that points in the X axis direction, but is not rotated 1 degree on the x axis. (0.5, 0.5, 0) would be a...

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Answer by Flynn

Okay... Player.PlayerObj = GameObject.Find("Player"); Since GameObject.Find() will not return an error if no object was found, this is not causing the error. Since assigning any variable, even a null...

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Answer by Flynn

This is a truly strange one! Before I go any further, it is important to note that the type of array you are using is not native to JS. It's actually a Unity3D tack-on! (From C# .NET, SEE:...

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Answer by Flynn

The two ways to do this are: A: IN the import section, turn "Generate Colliders" on. B: Select your object, click COmponent > Physics > Mesh collider (Thanks for the save there, syclamoth, edited...

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Answer by Flynn

Event listening in programming is very interesting, and there are many different approaches. The way Unity does it is less event listening, and MORE event describing. The class MonoBehaviour all ready...

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Answer by Flynn

THat requires maath lol. You would need to get into a lot of polygon math in order to define custom shapes for your spawning "area" A simple solution would be way easier, you just need to make a...

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Answer by Flynn

If I get you correctly, you are just clicking sync and then looking in your IDE. I successfully used Mododev for debugging in Unity in the past, but it was quite a while ago, and I'm afraid I cannot...

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Answer by Flynn

Use tranform.InverseTransformDirection(dir); To convert local directions to global coordinates. For example: rigidbody.AddForce(tranform.TransformDirection(inputVector * MoveForce), ForceMode.Force);...

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Answer by Flynn

Any changes done while the game is playing are undone when the editor stops playing. Make sure you add your scripts while the editor is not playing

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Answer by Flynn

For simple rotation, definitely just write a script. Animations themselves are backed by far more complicated scripts that deal with interpolation types, beziers all kinds of things, as well as reading...

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Answer by Flynn

function ammoPickedUp (ammoPickUp : int) { if (ammoMG <= 200){ ammoMG += ammoPickUp; } } Let's walk through this. If you have 199 bullets left, and you ask it to add ten, then first, it will check...

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Answer by Flynn

rigidbody.isKinematic = true; Will cause your rigidbody to cease calculating. If you set it to true again, it will pick right back up where it left off :) So yes, isKinematic will pause your rigidbdy...

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Answer by Flynn

1. Go to your project, and click create > new prefab 2. Drag the projectile you have in your heirarcy onto the new prefab 3. Rename the prefab as you like 4. Drag the prefab from the project folder...

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Answer by Flynn

Unity gets confused when there is a folder named Assets in your project, you will need to rename it: Close the project, then click on Open Project, click the find button, and click on your project...

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Answer by Flynn

You can do this without JS thankfully! :) Just start your webplayer up like this: unityObject.embedUnity("unityPlayer", "fit2cure.unity3d", "100%", "100%", params); Then carefully set up all of your...

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Answer by Flynn

C# is a bit more strict with how you are supposed to do things than JS -- It wants your functions to be clearly defined as iterator blocks, and it wants you to strictly call them using StartCoroutine....

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Answer by Flynn

Using AOV instead of FOV might help! public var minFOV : float = 1; public var baseFOV : float = 0; public var czoom : float = 0; function Start () { baseFOV = Camera.main.fieldOfView; } function...

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Answer by Flynn

Unfortunately, the answer appears to be no. :( You can double check this yourself by going to [http://docs.unity3d.com/Documentation/ScriptReference/MonoCompatibility.html][1] I believe that "Micro"...

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Answer by Flynn

If I understand your requirements, this should work: Vector3[] vertices = new Vector3[faces.Length*3]; int[] tris = new Vector3[faces.Length*3]; for (int i = 0; i < faces.Length;) { for (int j = 0;...

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Answer by Flynn

Theoretically, setting timesScale to 0 right when you press the New Game button would work (unless you have some kind of crazy cool animation going on), however, if that is not an option, you can try...

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Answer by Flynn

You will need to encapsulate your integers in a Vector3, like this: if(Input.GetMouseButtonDown(0) && collider.Raycast(Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, (Screen.height...

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Answer by Flynn

Hello, there! First of all, I suggest that instead of using boolean signals to tell SpawnEnemy to spawn, that you instead go a little more directly: ###EnemySpawn.js: #pragma strict var prefab :...

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Answer by Flynn

Honestly, there really aren't many ways to clean up your code's redundancy (without seriously overcomplicating your code and getting into sticky things like delegates...... blech). However, one last...

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Answer by Flynn

That depends! Generally, if you are developing for web-player, do NOT exceed a 700 pixel height. Many users have smaller screens, and on top of that, the web browser will eat a good 100 pixels of that...

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Answer by Flynn

GUI.Enabled is intended to be used in the OnGUI() function -- The idea is that you set GUI.Enabled to false right before the code that draws the button, then set GUI.Enabled back to true right after...

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Answer by Flynn

**TL;DWR:** ***Use AddTorque without considering what point on the object you are applying torque at. This is the physically correct way to do it, and is equivalent to Lockstep's solution, except that...

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