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Answer by Lyje

A temporary workaround: having saved a file, switch to another open tab in MonoDevelop, switch back to the tab of the file you just saved, wait a second and it should recalculate all the folding buttons.

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Answer by Lyje

You may want to use [OnControllerColliderHit][1] instead. I believe CharacterControllers don't really work like other physics objects; I'm not entirely sure if they can be used as such. See this page:...

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Answer by Lyje

This is a pretty good conceptual overview of authoritative server architecture for fast multiplayer games. It's *not* a tutorial - if you want step-by-step code and examples this isn't it, but it's...

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Answer by Lyje

You need to use layers rather than tags. Physics.Raycast() has a LayerMask argument which allows you to check against or exclude any layers. To use it, declare public LayerMask mask; in your...

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Answer by Lyje

I've not used it personally, but I hear very good things about InControl and I think it would do that for you (although you'd have to rewrite all your input code to use it, but apparently it's well...

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Answer by Lyje

You might need to set collision type to Continuous or Continuous Dynamic: http://docs.unity3d.com/Manual/class-Rigidbody.html

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Answer by Lyje

Assuming the containing class is a MonoBehaviour or ScriptableObject, there's a workaround for t$$anonymous$$s to automatically replace editor-created instances with correctly constructed instances....

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