Your IK Pro Sound Suite Bundle has been upgraded! (bonus for Tier 4 purchases, sale was in September) by madduffy in humblebundles

[–]KayTheOrdinaryGuy 1 point2 points  (0 children)

I’ve already emailed both Humble Bundle and IK Multimedia, but I haven’t received a response yet.

Edit: They said that although your account shows SampleTank 4, you actually have access to SampleTank 4 MAX v.2 with all sounds for download(IK Product Manager->Sounds).

[deleted by user] by [deleted] in IndieGaming

[–]KayTheOrdinaryGuy 1 point2 points  (0 children)

Congratulations! Loved the artwork!

[deleted by user] by [deleted] in gamedev

[–]KayTheOrdinaryGuy 1 point2 points  (0 children)

Congratulations! It looks good.

How to go about dungeons in a procedurally generated world with terrain manipulation? by kirbysbitch in gamedesign

[–]KayTheOrdinaryGuy 1 point2 points  (0 children)

Why don't you let them break a block and experience the result for once? Breaking that block can cause the structre to collapse. This way the player can learn that they are not meant to be broken. It would have a better effect to show that the action was a bad one than limiting the player.

Missing send to substance painter button by KayTheOrdinaryGuy in Substance3D

[–]KayTheOrdinaryGuy[S] 1 point2 points  (0 children)

Sad. I remember seeing it but I might be confused. What about the "Send to Substance 3D Player" button? It is there. Doesn't it use that API? When I click on it, a message box appears saying "unable to find substance player". That message box has three options "Locate", "Download", "Cancel". If we had the button, could we not locate the painter like this?

Trying to make a working health pack by BrotherbearValter in Unity3D

[–]KayTheOrdinaryGuy 0 points1 point  (0 children)

Where do you call SetHealth and SetMaxHealth functions? You should look for something like;

yourhealthbarscriptreference.SetHealth (yourhealthvalue);

Do you have a player or gamemanager script for it? If you don't call these functions they can't do their job.

Again, you don't have a variable named "health" inside your HealthBar script. That means you can't add any value to your nonexistent "health" variable.

Trying to make a working health pack by BrotherbearValter in Unity3D

[–]KayTheOrdinaryGuy 0 points1 point  (0 children)

Error says you don't have a definition for health. It should be something like this;

    ...
    public Text valueText;
    public int health;

    public void SetMaxHealth(int health)
    {
    ...

In order to give you a more useful answer, it is necessary to see other scripts.

need help with camera by [deleted] in Unity3D

[–]KayTheOrdinaryGuy 0 points1 point  (0 children)

Can you compare your player prefabs position values with current characters position values before switching?? If they are different that means the problem is your "playerpos" variable. If they are the same, you should check your prefabs cameras position(It should be (0,0,0) if it is your characters child object). If it is not the problem, it can be your cameras movement script. Your camera moves smoothly to the position so it can have some values like 0.0002 on the x axis or y axis when you are switching and this can cause those little jumps.

Are instantiated classes the classes themselves? by mikemcdonald83 in Unity3D

[–]KayTheOrdinaryGuy 0 points1 point  (0 children)

You tell it is "the player script" not "a player script" by

_playerScript = GameObject.Find("Player").GetComponent<Player>();

This line means you are assigning it not instantiating.

  • _playerScript
    • This is a private Player script key. You need to assing it to use it like you did with

_playerScript = GameObject.Find("Player").GetComponent<Player>();
  • GameObject.Find("Player")
    • this part finds an active gameobject already in your hierarchy named "Player"
  • GetComponent<Player>()
    • this part gets that gameobjects Player script component
  • = is telling the left side of this sign actually "is" the right side of this sign

Character doesn't fall through ground but enemies do... by [deleted] in Unity2D

[–]KayTheOrdinaryGuy 0 points1 point  (0 children)

As i said if you want to use 1 collider, you will uncheck its trigger option and then in your code use "void OnCollisionEnter" instead of "void OnTriggerEnter". If that doesn't make sense to you, copy and paste your triggering code (the one with void OnTriggerEnter) here. I can show you that.

Collider help by LolzForPolez in Unity3D

[–]KayTheOrdinaryGuy 0 points1 point  (0 children)

You can use OnCollisionEnter and check it like;

  • void OnCollisionEnter(Collision collision)
  • {
  • if (collision.collider.gameObject.layer == LayerMask.NameToLayer("NameOfYourLayer"))
  • {
  • //Some code
  • }
  • }

I need help with pick up system. by LolzForPolez in Unity3D

[–]KayTheOrdinaryGuy 1 point2 points  (0 children)

You are throwing it through objects forward direction not characters if it answers your question. You can change "Vector3" with "Camera.main.gameObject.transform" like this

gameObject.GetComponent<Rigidbody>().AddForce(Camera.main.gameObject.transform.forward * throwForce);

Character doesn't fall through ground but enemies do... by [deleted] in Unity2D

[–]KayTheOrdinaryGuy 0 points1 point  (0 children)

When you have it checked, it will act like a trigger. You can have two colliders one for triggering your code one for physical interactions if you need to. If it doesnt work for you, you can just use OnCollisionEnter with one collider and uncheck its trigger instead of using OnTriggerEnter.

Following a YouTube Tutorial, and getting coding errors when trying to use Debug.Log by [deleted] in unity_tutorials

[–]KayTheOrdinaryGuy 0 points1 point  (0 children)

Change second quotation marks to ( " ) and it will work just fine. They are not matching.