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Answer by WizzDE

You should learn a bit about Unity Networking. It's actually quite simple. Google for it and you will find some Tutorials. Here are some points you need to understand: - Creating a Server/Connecting to...

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Answer by WizzDE

I don't know how you're moving script works but here is a really simple way to do this: You create a public variable in your moving script which needs to be a boolean. Call it something like "canMove"....

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Answer by WizzDE

It's simple! Transform.LookAt (); is the solution. Simply create an empty gameObject amd make it follow you mouse. At the same time it needs to be infront of your ship. Then you simply use the lookat...

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Answer by WizzDE

Check if... - you forwardted the right port on your router - he is using your public ip (google for myip) - your/his firewall isn't bloking your game - you didn't made any codding mistakes hope I...

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Answer by WizzDE

Use Input.GetMouseDown/GetMouseUp to detect whenever the user presses/releases the item. Combine this with the unity Gui and it should be really simple to do something like this. Remember that the...

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Answer by WizzDE

Great News! I fixed it! I should have thought about it first...Basicly a the Point (0,0) in UV space is in the **bottom** left corner. Well I calculated the x which was right but the y was wrong...

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Answer by WizzDE

Todo: - Check somhow if your 1st card is touching the 2nd card (you could do this with raycasts, coliders, position checking...find a way that matches for you) - As soon as the 1st card is touching the...

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Answer by WizzDE

If this should be in c# you want to relplace 'function' with 'void'. Also for your variables you want to have [type] [name] so for example public int Number = 1; private int Target : Transform; needs...

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Answer by WizzDE

Your X and Y values for your rect are off the screen. Screen.width * 256 means that its X position is 256 times the screens width. You should either devide it by 256 or change it to something like 100....

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Answer by WizzDE

There is nothing wrong about using mesh colliders. You just have to make sure your mesh is optimized so you only render the faces that are visible. If you want to get started with voxels in unity you...

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Answer by WizzDE

You're right. This need to be optimized! Actually you don't want to create a single gameobject for each block. Instead you want to create a chunk objects that hold each like 16*16*16 blocks. These...

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Answer by WizzDE

Pathfinding in a voxel environment is actually really nice on the programming side because the whole world is already sorted on a grid. So you don't need a grid graph or anything. All you have to do...

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Answer by WizzDE

You might want to check out my voxel package I have just released in the unity assetstore. It has some interesting features like pathfinding whitch can be really usefull if you want to create an rpg...

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Answer by WizzDE

If you want to get started with voxels in unity you can check out my voxel engine at the unity assetstore. It is a great way to start off developing your voxel game and it also comes with some really...

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Answer by WizzDE

The easiest way to save voxel terrain is by only saving the seed for the level generator. Another way would be to give each block a byte index (number between 0-255) and save them into a file. You can...

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Answer by WizzDE

Instead of Network.Instantiate I would use either raycasts for shooting (this way you can then only have to message the server if you actually hit something) or if you really need to instantiate a...

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