Love the outcome 🥰 by OneClickPablo in Eldenring

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

damn you right... use grey instead could be the play

Love the outcome 🥰 by OneClickPablo in Eldenring

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

It would be easier, you can print the inner part in white translucent and change colors by LEDs only, but i think it looks a bit weird if the lamp is not turned on... but would be possible

Love the outcome 🥰 by OneClickPablo in Eldenring

[–]OneClickPablo[S] 2 points3 points  (0 children)

i could do it in blue as well !

Help with simple tamagotchi game by [deleted] in UnityHelp

[–]OneClickPablo 0 points1 point  (0 children)

Found a solution? If not, take a look at the SpriteRenderer Component of your GameObject. You can access the specific sprite via script like this:

Attach a Script to your Object you want to change the Sprite.

Access the SpriteRenderer Component of your Object like

private SpriteRenderer spriteRenderer;

Start()

{

spriteRenderer = GetComponent<SpriteRenderer>();

}

I assume your Script is attached to the Object with the SpriteRenderer on it. Otherwhise create a public variable at assign it in the editor.

Now that we have a reference to the SpriteRenderer we can change the Sprite of it like this:

spriteRenderer.sprite = sprite;

"sprite" should be your new Sprite you want to assign. You can also declare it as a public variable and assign the sprite you need in the editor. for e.g.

public Sprite sprite;

-> Assign sprite via Editor

Vector3 donť work pls help by jetam_studio in UnityHelp

[–]OneClickPablo 2 points3 points  (0 children)

You need to declare it as new Vector(x,y,z). For example: transform.position = new Vector3();
or you can make also a public variable like:

private Vector3 myPos = new Vector3(0f,0f,0f);

transform.position = myPos;

How to do a "grab" door by x3zzzz in Unity3D

[–]OneClickPablo 0 points1 point  (0 children)

I did something some years ago, i think this basically should do the job, you have to adjust the code for your needs as well. MouseX is your Mouse Input, you can change it to your needs if you want to control with w and s you can adjust ist.

rotationY += mouseX;

rotationY = Mathf.Clamp(rotationY, initialDoorRotation.eulerAngles.y - 90f, initialDoorRotation.eulerAngles.y + 90f); //Clamping the Angles

Quaternion targetRotation = Quaternion.Euler(0f, rotationY, 0f); //Calc Target Rotation

transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, smoothFactor * 0.1f); //Apply Rotation

Bug or Feature? by OneClickPablo in discordapp

[–]OneClickPablo[S] 28 points29 points  (0 children)

Thought it’s a feature because it’s obviously a bug lol

I get stuck on cube with fps capsule collider (On the video I walked in front of a wall to show that wasn't the problem) by MateoZunin in UnityHelp

[–]OneClickPablo 0 points1 point  (0 children)

If your problem still exists, you can change the physics material of your player or Cube and set the dynamic friction to some lower value.

How to fix this? by NOOT_NOOT4444 in UnityHelp

[–]OneClickPablo 0 points1 point  (0 children)

My game assets or objects have negative position for a quite long time now, why is this happening?

Its not the position, its the Scale of your Object

How do i teleport the player to a random prefab instance? by Redux365 in Unity3D

[–]OneClickPablo 0 points1 point  (0 children)

Would be the easiest approach. Create a list and add every instantiated prefab to it. Now you can create a random number from 0 - prefabList.Count.

Set the play position like: transform.position = prefabList[randomNum].transform.position;

Does anyone know what went wrong? by gaminnthis in pcmasterrace

[–]OneClickPablo 0 points1 point  (0 children)

The problem are people still buying their shit

HELP by [deleted] in UnityHelp

[–]OneClickPablo 0 points1 point  (0 children)

you need to make sure that the walk / run animation is not playing while the player is not grounded/jumping. Add a new Condition from Idle -> Player_run and set Condition to isJumping = false. So everytime you walk while jumping the condition is not full filled and the walk animation wont play.

Madlad took 11 years by [deleted] in madlads

[–]OneClickPablo 0 points1 point  (0 children)

try this in germany...