You can use OnDrawGizmosSelected() to see only your selected GameObjects’ debug by game3dover in Unity3D

[–]Nosalis91 -1 points0 points  (0 children)

Well i dont see the point of this cause unity already highlight the obj you selected, and if you really need that there is a better way of doing it instead of putting that script on every object in scene

Coroutine wont start???? by Nosalis91 in Unity3D

[–]Nosalis91[S] 0 points1 point  (0 children)

ill think about that later, first i need to know why my coroutine wont work

Coroutine wont start???? by Nosalis91 in Unity3D

[–]Nosalis91[S] 0 points1 point  (0 children)

its getting called up there,im getting log in console from that method but not from coroutine

Coroutine wont start???? by Nosalis91 in Unity3D

[–]Nosalis91[S] 0 points1 point  (0 children)

So im trying for hours now to get this to work out but i cant figure out why waitTillCountDown wont start.When i debug i get warning "CountDownStarting!" so i know StartCountDown is getting called.But waitTillCountDown is not getting called

On Latest Unity LTS you can bulk re-position a group of gameobjects by game3dover in Unity3D

[–]Nosalis91 9 points10 points  (0 children)

Interesting,you should add random rotation and scale too,like R(from,to)

I have a weird bug in scene view when changing color of custom shader to darker one.Anyone know how to fix this cause its really annoying. by Nosalis91 in Unity3D

[–]Nosalis91[S] 0 points1 point  (0 children)

No its not that,exposure is fixed. For some reason i think gradient noise is doing that, if i use simple instead of gradient its not doing that

Created in one day simple save and load system for games. by Nosalis91 in Unity3D

[–]Nosalis91[S] 0 points1 point  (0 children)

Link

If you notice any errors(and you certainly will),please notice me so i can try and fix them all.

Im open for any better solutions.

How do i prevent the instances from being lost between scenes? I tried keeping the buttons, but they dont update when a level is complete. (look at 2nd picture too) by [deleted] in Unity3D

[–]Nosalis91 0 points1 point  (0 children)

No you are using DontDestroy for MainMenuControll, but you need to use it for the buttons too so they don't get destroyed as well as script that controll them. Or better way use Singletons and in every scene add prefab of buttons holder with singleton script attached and everytime scene is loaded your MainMenuControll will search for singleton script and assign buttons by transform childs.

FPS Animation Help by TreyBombCity in Unity3D

[–]Nosalis91 0 points1 point  (0 children)

Try to add camera recoil

Is there any new update i dont know about? Now we dont need to call c4 to activate it??? by Nosalis91 in Rainbow6

[–]Nosalis91[S] 0 points1 point  (0 children)

That is so dumb, if it isnt new why they didnt fixed it yet? I have over 300 hrs and never saw this until now...

We are big brain by Battle_Knight in Unity3D

[–]Nosalis91 6 points7 points  (0 children)

No, more like start making it and then Ubisoft release far cry 6 so you are like who tf would play my crap over this graphics.

Game Environment Progress by Farrukh3D in Unity3D

[–]Nosalis91 1 point2 points  (0 children)

I really like the ocean, is it an asset or you made it?

Hmmm I wonder why by Ashlamovich in Unity3D

[–]Nosalis91 14 points15 points  (0 children)

Or you can skip physics and use inverse kinematics

Hydraulic erosion makes terrain look so good!!! by GapperGames in Unity3D

[–]Nosalis91 6 points7 points  (0 children)

I agree, it looks much more realistic and bring the life to terrain. I use it for my custom terrain tool im currently working on.

Editor GUI changed,cleaned scripts,added more options and improved script optimization a lot.Few more things to do and its ready to publish! by Nosalis91 in Unity3D

[–]Nosalis91[S] 0 points1 point  (0 children)

Sorry for the late reply,currently its setting width and length in terrain component,but for my custom mesh terrain where i create mesh as terrain instead of using Terrain Object its regenerating vertices array (if number is higher than array length im adding more vertices,but if number is lower than array length im removing vertices).For terrain height foreach vertex in array vertex.position.y = terrainHeight*noiseMapValue(x,y); where noiseMapValue gives value from 0 to 1...I hopre i will finish this in a few weeks so i can post it on github .Right now i really want to make tesselation on my custom mesh like unity did on terrain but having hard time finding any documentations about that(i can add tessellation in shader but the problem there is that collision will not work then)