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Answer by Limbo

I haven't done this yet, but I making a runner too, my solution is to make sections so this sections have a script with their respective width and height and every time you pool (pool object) one you...

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Answer by Limbo

I think you just want to be inheriting like so C# public class BaseClass : MonoBehaviour { public int health; } so that's the class the both the player and enemy can/will share, let's say now you want...

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Answer by Limbo

If anyone's interested I figured this a while back, all you need to do is call void OnSceneGUI(SceneView view) { Event e = Event.current; GameObject go = HandleUtility.PickGameObject(e.mousePosition,...

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Answer by Limbo

I've found the issue, I should've been more careful with the transitions, the problem is that **Any State** it's transitioning to **Attack 1, 2, 3,** and the transition between them never really...

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Answer by Limbo

I haven't done this yet, but I making a runner too, my solution is to make sections so this sections have a script with their respective width and height and every time you pool (pool object) one you...

View Article


Answer by Limbo

I think you just want to be inheriting like so C# public class BaseClass : MonoBehaviour { public int health; } so that's the class the both the player and enemy can/will share, let's say now you want...

View Article

Answer by Limbo

If anyone's interested I figured this a while back, all you need to do is call void OnSceneGUI(SceneView view) { Event e = Event.current; GameObject go = HandleUtility.PickGameObject(e.mousePosition,...

View Article

Answer by Limbo

I've found the issue, I should've been more careful with the transitions, the problem is that **Any State** it's transitioning to **Attack 1, 2, 3,** and the transition between them never really...

View Article


Answer by Limbo

I haven't done this yet, but I making a runner too, my solution is to make sections so this sections have a script with their respective width and height and every time you pool (pool object) one you...

View Article


Answer by Limbo

I think you just want to be inheriting like so C# public class BaseClass : MonoBehaviour { public int health; } so that's the class the both the player and enemy can/will share, let's say now you want...

View Article

Answer by Limbo

If anyone's interested I figured this a while back, all you need to do is call void OnSceneGUI(SceneView view) { Event e = Event.current; GameObject go = HandleUtility.PickGameObject(e.mousePosition,...

View Article

Answer by Limbo

I've found the issue, I should've been more careful with the transitions, the problem is that **Any State** it's transitioning to **Attack 1, 2, 3,** and the transition between them never really...

View Article

Answer by Limbo

A little breakthrough, I found a way to access the components but I can't edit multiple objects yet, heres the code: SerializedObject s = editor.serializedObject; SerializedProperty components =...

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