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I have figured out the problem! It turns out that the collider.bounds.center is a vector relative to the world origin (it goes from 0,0 in the world to the center of the character), while...
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At line 18 you're setting the timeStamp to be 2 seconds in the future, and at line 25 you're making the if statement not get triggered until those 2 seconds pass. From what I see, after you click, your...
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Add a check on the character that checks if the character is on that special platform or not. If the player is on the platform, then set the direction of the gravity to be towards the platform. You can...
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Inside a script file, you could make a setting that will change how the character movement is calculated. var gameType = 0; //0 for Parkour-Shooter //1 for Shooter-Sneak //2 for Sneak-Parkour switch...
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Assuming the creep can only move in 4 directions (up, down, left right), you could make a series of if statements checking for the direction. if (directionVector.x == 1 && directionVector.y ==...
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Rigidbody.AddRelativeForce should be adding force over time, and giving you that smooth acceleration that you're looking for. However, I notice you have it set incredibly high, so it may simply be that...
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RenderSettings affects stuff in the scene as well, because it changes all of the render settings. If you want something that only changes temporarily, you could make a very large mesh around the entire...
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As for moving to where the player currently is as opposed to where it was, you should implement a check to see what his position is at every frame. You can then change the position of the enemy...
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Your player will start with that rotation because your variable ytargetRotation is equal to 10. Set xtargetRotation and ytargetRotation equal to the number you want them to start at.
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rigidbody.addForce and addRelativeForce are acceleration modifiers, that slowly increase speed. What you want to do is set rigidbody.velocity to a value, as that will produce instant movement and it...
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This isn't really a solution, more of a work-around. I was able to rework the script to set the velocity directly, rather than add a force to the rigidbody. This new method does not have the issue....
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So i've discovered the issue. The problem was a Joint2D variable I was using "collideConnected", has been deprecated in the latest version of unity, which is what the webplayer is running. My unity...
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