When the player is in near the hole (overlap the hole sphere collision) we will change his collision preset from Pawn to Pawn_Hole, as you can see Pawn_Hole preset ignore WordStatic and WorldDynamic channels for ground, and collide with the hole object, so when player step in the hole ...
In this 2-part tutorial, you’re going to learn how to make a tile-based game with Cocos2D and the Tiled map editor. You will do so by creating a simple tile-based game where a ninja explores a desert in search of tasty watermelon things!
In this article, you’ll learn how interfaces in Unity work, what they’re good at, and how you can use them to make creating interactions in your game easier to do. Here’s what you’ll learn on this page: What are interfaces in Unity? How to create an interactable object in Unity...
Scale - this scale factor is used for compensating difference in units between Unity and 3d modeling tool - it rescales whole file. Normally you can simply set it to 1. Note that Unity’s Physics Engine is scaled as 1 unit equals 1 metre. It is important that if you want to have cor...
Since this is something we will probably want to do (such as destroy an object when two objects collide), instead we will just keep references to the collisions so we can deal with them later.Another tricky bit is we can’t just store references to the contact points that are ...
usingUnityEngine; usingSystem.Collections; usingUniduino; publicclasssphereMover:MonoBehaviour { //Headers aren't scrictly neccesary, but they make life easier back in the Inspector. [Header("Arduino Variables")] //we need to declare the Arduino as a variable ...
So save the script and go back into Unity, and you’ll notice that more options have been added to the Inspector after highlighting the player. These are public variables and we can adjust these to our liking. Now right-click on the Hierarchy and create a new empty object, and drag it...
works. Since Manifold changes the call at compile time, the method isn’t “really” added to the class. As a result it can’t generate an interface, only a proxy of sorts. This might seem good on the surface but it creates some compatibility issues as it can impact object identity, ...
Run Unity using thePlaybutton. Make sure you selectScene Apias theScene Data Sourcein theSceneDataLoaderSettings.assetscriptable object: *NOTE: Scene mesh and room elements will show up in Link. However, you can only trigger room scan from within the headset. Please do it beforehand.* ...
If you look at my viewmodels, you’ll see that I make use of the ObservableObject a LOT. It’s a very simple object, one that just takes a type and wraps it in a INotifyPropertyChanged. The nice thing about this is, that I don’t have to add any INotifyPropertyChang...