Unity3D
Testing
Testing
Track Movement By Camera public Transform target; // The distance in the x-z plane to the target public float distance = 15; // the height we want the camera to be aboveRead More…
You gotta add your collision Cubes for this to work. See CubeRaider for more info. public GameObject CUBE; // Use this for initialization void Start () { } // Update is calledRead More…
All the needed Code for Flip and Move. //Track Cube Movement And Location in map By X/Z Count Movement public float FromZFront = 0f; public float ToZFront= 0f; public float FromZBack =Read More…
public Animator Animation; public float AnimationLocation = 0f; void Start() { Animation = GetComponent<Animator>(); } void Update(){ if (Input.GetKeyDown(KeyCode.W)) { //Param: AnimationName, Layer, StartTime Animation.Play(“AnimationNameHere”, -1, AnimationLocation); } }
This is more like targeted movement. One click moves you from a set of coordinates to the next. public float TravelTime = 0f; public float Speed = 2; void Update(){ transform.position =Read More…
public float Speed = 2; public Animator Animation; void Start() { Animation = GetComponent<Animator>(); } void Update() { //Animation Speed Animation.SetFloat(“AnimationSpeed”, Speed); }
BlenderConfig Zip Version BlenderConfig This is our configuration files as of Bender 2.78a. The read me text is inside. And it has been properly set to be 2x Unity Base size system. Read More…
public float textureSpeed = .5f; // Update is called once per frame void Update () { GetComponent<Renderer>().sharedMaterial.mainTextureOffset = new Vector2(0, Time.time * textureSpeed); }
We had it with writing code on paper and trying to make a cheat sheet that got longer and longer. This is the next best thing. Our own document system that worksRead More…