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Answer by Polantaris

So I think I ironed out this problem, but not by anything I did intentionally. When I was considering how to do ceiling tiles (So that the outside of the dungeon didn't look like an abyss of...

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Answer by Polantaris

You could have your script directly modify the camera's position based on if the character/target has changed, then update your camera's position relative to the position of the character (plus any...

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Answer by Polantaris

I gave up on Raycasting at all in the manner described. Instead, I decided to do the checks in room generation depending on location the blocks are generated at. On the outside edge of the room, I do...

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Answer by Polantaris

You have to ensure that the raycast has actually hit something before you use it. RaycastHit objects will still be created, regardless of if it actually resulted in a collision. As a result, you must...

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Answer by Polantaris

I found the answer: http://wiki.unity3d.com/index.php?title=CreateScriptableObjectAsset This page showed me how to create a ScriptableObject Asset, which I can then place into my Array directly through...

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Answer by Polantaris

Overall you should probably use one base tile class, that all tiles will have or derive from. That way, when you investigate a tile, you can just grab the base tile class in a GetComponent() call. If...

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Answer by Polantaris

You can do it two ways: 1)You can turn the float into an int using a cast. This is less accurate, but if you only care about the whole values in the float then the automatic truncation caused by the...

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Answer by Polantaris

So I think I ironed out this problem, but not by anything I did intentionally. When I was considering how to do ceiling tiles (So that the outside of the dungeon didn't look like an abyss of...

View Article


Answer by Polantaris

You could have your script directly modify the camera's position based on if the character/target has changed, then update your camera's position relative to the position of the character (plus any...

View Article


Answer by Polantaris

I gave up on Raycasting at all in the manner described. Instead, I decided to do the checks in room generation depending on location the blocks are generated at. On the outside edge of the room, I do...

View Article

Answer by Polantaris

You have to ensure that the raycast has actually hit something before you use it. RaycastHit objects will still be created, regardless of if it actually resulted in a collision. As a result, you must...

View Article

Answer by Polantaris

I found the answer: http://wiki.unity3d.com/index.php?title=CreateScriptableObjectAsset This page showed me how to create a ScriptableObject Asset, which I can then place into my Array directly through...

View Article

Answer by Polantaris

Overall you should probably use one base tile class, that all tiles will have or derive from. That way, when you investigate a tile, you can just grab the base tile class in a GetComponent() call. If...

View Article


Answer by Polantaris

You can do it two ways: 1)You can turn the float into an int using a cast. This is less accurate, but if you only care about the whole values in the float then the automatic truncation caused by the...

View Article
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