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Answer by lodendsg

Take a look at Steamworks.NET http://steamworks.github.io/installation/ I haven't used it yet my self but seems the most direct approach; I do see some traffic on its Issues forum so I assume it is...

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Answer by lodendsg

There is also Steamworks.NET which has Unity package under its install page http://steamworks.github.io/ I took a look at Ludosity's Steamworks Wrapper as well but wasn't sure it was still supported so...

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Answer by lodendsg

Ran into this one my self and found this post first then stumbled upon the following in the Unity docs http://docs.unity3d.com/ScriptReference/Display.Activate.html Display.Activate(); seems like the...

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Answer by lodendsg

An old question but it came up high in my list when I searched for a similar solution. The answer I came to is documented here http://docs.unity3d.com/ScriptReference/Display.Activate.html

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Answer by lodendsg

Just for note for people finding this via google search, The current 'Best Answer' doesn't seem to be updated anymore. The following however does https://steamworks.github.io/ That contains a Unity...

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Answer by lodendsg

KaletheQuick's reply is a solid answer if your game has a single scale e.g. if you only ever play from a very far distance camera view. We are also working on a space game and have need of very long...

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Answer by lodendsg

I looking for a similar bit of code; I'm working on a space shooter and want to allow collision with objects to knock the ship about tilting it off its usual axis however I want it to return to level...

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Answer by lodendsg

The method I use is as follows To create a prefab simply right click on the folder in your project view where you would like it to live (dont worry you can move it around later) select Create >>...

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Answer by lodendsg

[This post][1] should get you what your after its topic of conversation is leveling out an object after rotation such as collision but I would expect you could apply the same practice. If you are...

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Answer by lodendsg

fafase answer should be what you need you can also do this inline with fewer variables as //where score is int score; score = (int)(Time.time+0.5f); the cast will simply trim the decimal off so first...

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Answer by lodendsg

Im working on a top down my self and had to toy around with rotation the post here might have some information for you it talks about zeroing a rotation i.e. to level out but also has rotation code in...

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Answer by lodendsg

As Outlaw noted above `public GUISkin GUI.skin;` wont play nice for you. the syntax for a C# variable decliration is access specifor i.e. internal, private or public of which the defualt for objects...

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Answer by lodendsg

Not sure if I fallow correctly but if you wanted a vector local to the gameObject.transform it would be`posn = posn - transform;` which in your code above would be the same as post = new...

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Answer by lodendsg

If you CancelInvoke() isn't it going to stop indefinitely so what you want is either to start it back up when count < 3 or a recursive invoke or a test on spawn i.e. (Please note in the examples...

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Answer by lodendsg

Check into this ([http://docs.unity3d.com/Documentation/ScriptReference/GeometryUtility.CalculateFrustumPlanes.html][1]) it calculates the planes of the camera's frustum being the limits of the cameras...

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Answer by lodendsg

In the game object that I assume holds your light and all you can add the sound as well and then you can use audio.play(); i.e. ([GameObject][1]) [1]:...

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Answer by lodendsg

Based on cjmarsh pointer I came up with the following thought I would post it here in case others came looking for similar. Note I capture the start color but you could in most cases assume that a mats...

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Answer by lodendsg

What type of space ship start i.e. a top down style game or are you looking for something a bit more complex? In either case I cant think of a working free package but you might get what you need by...

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Answer by lodendsg

Found the answer; The casue of this behaviour is the near clip; I had set my GUI camera near to 0.01f; did this so that objects passing through the screen wouldnt get cliped till the last second draw...

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Answer by lodendsg

An old question but keep showing up on my google search on the subject finally found the answer here http://forum.unity3d.com/threads/181605-Alpha-Mask-shader-Help Posting for those who like me ran...

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