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Answer by EmpI

Okay I figured it out. Neurological got it right on the "stop object programatically" part. However as i've tried before, simply adding this line to the Kill function...: transform.Translate...

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Answer by EmpI

Okay I found the problem, i'm an idiot. if (Railroad == true) { rigidbody2D.velocity = new Vector2 (0, rigidbody2D.velocity.y); } This code prevents the player from moving in the x axis at all when on...

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Answer by EmpI

The nested else if statements didn't work, for reasons I can't imagine. However you did suggest using triggers instead. The Deflector absolutely must use collisions, but the player's collider isn't...

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Answer by EmpI

using UnityEngine; using System.Collections; public class PlayerMovement : MonoBehaviour{ private float movement = 1.3f; private int Node = 0; private int Node2 = 0; public GameObject[] Nodes; public...

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Answer by EmpI

Found the problem. I'm an idiot. I have a script on my player object which sets the rotation of the object it's touching. Sadly, I completely forgot to eliminate the script when it failed to do what I...

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Answer by EmpI

And I fixed my own problem within minutes of asking the question. For anyone who stumbles onto this with a similar problem, make CERTAIN your instantiated object when called from the previous scene...

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Answer by EmpI

Okay I figured it out. Neurological got it right on the "stop object programatically" part. However as i've tried before, simply adding this line to the Kill function...: transform.Translate...

View Article

Answer by EmpI

Okay I found the problem, i'm an idiot. if (Railroad == true) { rigidbody2D.velocity = new Vector2 (0, rigidbody2D.velocity.y); } This code prevents the player from moving in the x axis at all when on...

View Article


Answer by EmpI

The nested else if statements didn't work, for reasons I can't imagine. However you did suggest using triggers instead. The Deflector absolutely must use collisions, but the player's collider isn't...

View Article


Answer by EmpI

using UnityEngine; using System.Collections; public class PlayerMovement : MonoBehaviour{ private float movement = 1.3f; private int Node = 0; private int Node2 = 0; public GameObject[] Nodes; public...

View Article

Answer by EmpI

Found the problem. I'm an idiot. I have a script on my player object which sets the rotation of the object it's touching. Sadly, I completely forgot to eliminate the script when it failed to do what I...

View Article

Answer by EmpI

And I fixed my own problem within minutes of asking the question. For anyone who stumbles onto this with a similar problem, make CERTAIN your instantiated object when called from the previous scene...

View Article

Answer by EmpI

Okay I figured it out. Neurological got it right on the "stop object programatically" part. However as i've tried before, simply adding this line to the Kill function...: transform.Translate...

View Article


Answer by EmpI

Okay I found the problem, i'm an idiot. if (Railroad == true) { rigidbody2D.velocity = new Vector2 (0, rigidbody2D.velocity.y); } This code prevents the player from moving in the x axis at all when on...

View Article

Answer by EmpI

The nested else if statements didn't work, for reasons I can't imagine. However you did suggest using triggers instead. The Deflector absolutely must use collisions, but the player's collider isn't...

View Article


Answer by EmpI

using UnityEngine; using System.Collections; public class PlayerMovement : MonoBehaviour{ private float movement = 1.3f; private int Node = 0; private int Node2 = 0; public GameObject[] Nodes; public...

View Article

Answer by EmpI

Found the problem. I'm an idiot. I have a script on my player object which sets the rotation of the object it's touching. Sadly, I completely forgot to eliminate the script when it failed to do what I...

View Article


Answer by EmpI

And I fixed my own problem within minutes of asking the question. For anyone who stumbles onto this with a similar problem, make CERTAIN your instantiated object when called from the previous scene...

View Article
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