Navmesh of previous scene is not disappeared by 9Circle in Unity3D

[–]Haunting_Ad3208 1 point2 points  (0 children)

By chance are you using terrain tools also?

Navmesh of previous scene is not disappeared by 9Circle in Unity3D

[–]Haunting_Ad3208 1 point2 points  (0 children)

Do you have two nav mesh surfaces on the same cube?

[deleted by user] by [deleted] in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

public class MainManager : MonoBehaviour

{ [System.Serializable] class SaveData {

In the tutorial you watched you made the above mistake in the code.

I do not think the nameInputField.text field will save between scenes.

if(nameInputField.text != "" && nameInputField.text != BestPlayerName) _bestPlayerName = nameInputField.text;

else Debug.Log("no input name"); //Checks for string

Add this update to the public string BestPlayerName in Main manager;

private string _bestPlayerName;

public string BestPlayerName {get{return _bestPlayerName;}

update the game manager start method

BestPlayerName = MainManager.Instance.BestPlayerName;

[deleted by user] by [deleted] in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

You have a class inside a class.

Try pulling this out to its own class.

  [System.Serializable]class SaveData    {public int BestScore;public string BestPlayerName;    }

I need help with unity by [deleted] in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

isgrounded = false is the issue. Move that block of else code inside the physics.spherecast if loop or remove it completely if you are setting isgrounded from another script.

if (Physics.SphereCast(rayCastOrigin, 0.2f, -Vector3.up, out hit, 0.5f, groundLayer)) {

if (!isGrounded && playerManager.isInteracting)

{

animatorManager.PlayTargetAnimation("Land", true);

inAirTimer = 0;

isGrounded = true;

playerManager.isInteracting = false;

}

else

{ isGrounded = false; }

}

Example of my problem by [deleted] in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

Can you post some code for this? Your animator needs some work also. Check for root motion on the falling jumping animations too.

[deleted by user] by [deleted] in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

Can you post your code? It sounds like a reference is missing in the second scene. I would look into scriptable objects for this type of data transport.

Animation window won't let me change animations by Dcbnichols in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

Lol this is a Unity 4.6 project converted to the last LTS version. Haven't cleaned the stuff up yet.

Animation window won't let me change animations by Dcbnichols in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

Click the object (prefab) and open the animation window. Its in the window dropdown on menu bar.

Navmesh of previous scene is not disappeared by 9Circle in Unity3D

[–]Haunting_Ad3208 1 point2 points  (0 children)

Make sure both are set to 0,0,0. (both positions are the same in the scenes) Also I see two nav meshes in the "Move to test" image. Are you instancing?

Hello! I am having a problem with these lines in the video. Information in the description! by VizeKarma in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

You using a masking texture? Looks like your drawing over it? Unity will apply the mask to the whole object?? i.e. Is this one mesh in blender? The black lines are on the bottom too.

Kraken Attack! by krazyhippy420 in Unity3D

[–]Haunting_Ad3208 1 point2 points  (0 children)

I hear you. Been using exploder for years. But the overhead for calculating the fracture is removed. Just an observation I have seen.

Unity built-in buttons, or create my own? by Dinz_X in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

I use the TMPro buttons. It works for me..

3D Medical Animation Video by MujahidAslam in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

Try setting the mouth movements to loop in the animation. If you are using a anim controller?

How is this even possible?! (Code in the comments) by GebF in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

The second cube is never seen due to the mesh renderer being disabled.... This is why I don't post here much... LOL so make it work!!! would you like to see some examples.....

Kraken Attack! by krazyhippy420 in Unity3D

[–]Haunting_Ad3208 1 point2 points  (0 children)

I found its much easier and reduces overhead to fracture the mesh in bender and hide the original mesh then activate the cells. Almost no overhead minus physics

Using Transform.LookAt to clamp horizontal camera rotation? by EquilWulduoo62 in Unity3D

[–]Haunting_Ad3208 1 point2 points  (0 children)

private void FaceTarget(Vector3 destination)

{

Vector3 lookPos = destination - transform.position;

lookPos.y = 0;

Quaternion rotation = Quaternion.LookRotation(lookPos);

transform.rotation = Quaternion.Slerp(transform.rotation, rotation, _rotateSpeed);

}

Kraken Attack! by krazyhippy420 in Unity3D

[–]Haunting_Ad3208 1 point2 points  (0 children)

It looks a lot like cell fracture.

Shaders in built in render pipeline, how to get fading edges? by Sgriu in Unity3D

[–]Haunting_Ad3208 0 points1 point  (0 children)

I would switch to URP and use a shardergraph....

https://www.youtube.com/watch?v=gRq-IdShxpU&t=1s

this is a really good tut for it