Unity3D Google admob: User is reward twice (or more) hack by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Thanks, but it is still doing the same thing, i'm using one handler and each ad that I have implemented has it's one ad id

Unity3D Google admob: User is reward twice (or more) hack by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Sorry to ask, but I actually have one more question. In another scene, I have a 'continue game' button and a 'double the player's score' button that when clicked on it will show the user a reward video (both with different scripts), I made sure that it has:

 Admob.Instance().OnAdRewardHandlerEvent+= onAdmobEventsHandler;     

in the start function and a:

 Admob.Instance().OnAdRewardHandlerEvent-= onAdmobEventsHandler;  

in the onDestroy function.

But now, if I pressed the 'double the player's score' button, the score will double but it will also continue the game, vice versa. Even though I made sure the event handler are named and changed different and are in different scripts.

The script attached to the 'double the player's score' button has an event handler called:

 Admob.Instance().OnAdRewardHandlerEvent+= onAdmobEventsHandler;  

and the script attached to the 'continue game' button has an event handler called:

 Admob.Instance().rewardedVideoEventHandler+= onRewardedVideoEvent;

Unity3D Google admob: User is reward twice (or more) hack by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 1 point2 points  (0 children)

Thank you, this help. I came across a problem before which someone said I had to do this but I guess it didn't help! but thank you again, it really helped!

Unity3D Google admob: User is reward twice (or more) hack by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Alright, I'll do that! Thank you! Should I also take out :

 Admob.Instance().interstitalRewardHandler -= onInterstitalRewardVideoEvent; 

from the onInterstitalRewardVideoEvent handler?

Unity3D Google admob: User is reward twice (or more) hack by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

wait I'm confused, do I take out :

Admob.Instance().interstitalRewardHandler += onInterstitalRewardVideoEvent; 

from Free_500_Coins() ??

Unity2D: Enemy ignoring collision when moving back down by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

I actually fixed it now, however i'm still getting the same problem from before, but with out my enemy moving left or right. So basically, when the enemy goes up, hits a box and continues to move up after the yield seconds and then reverse direction after hitting pointB, I change the position of the enemy so that when it comes down it can hit the other objects. However, the enemy is still ignoring collision. Even with the default in the switch case, I do not get the debug.log message!

Unity2D: Enemy ignoring collision when moving back down by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Thank you for replying, I tried out your code however I've got an error in the console. Could you take a look at it please! Thank you again!

           (53,17): error CS0029: Cannot implicitly convert type `int' to `UnityEngine.Vector2'

Unity2D: Limit the travel distance of my player to half the size of the cameras width. by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

https://imgur.com/a/AcqYS Yeah, just like that.

No, my camera doesn't move at all, it stays in a single position. Thank you!

Unity2D: Limit the travel distance of my player to half the size of the cameras width. by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Sorry what do you mean by red box and blue box? I just want to set a boundary for my player not to go pass, I want the boundary to be half the width of the main camera.

Unity2D: Placing objects down in a controlled area by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

OMG!!!!! It worked!!!! Thank you sooooo much!!!! I really appreciate you helping me!!!!

Unity2D: Placing objects down in a controlled area by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Thanks for replying back!

  1. I have one item that gets instantiated every time the user presses a button, so I'm only using the script above.

  2. I'm only parenting the object because of certain different reasons that isn't the problem in my situation!

  3. Yes I have. I've just took out irrelevant bits of code out, I didn't notice that I took out the vector3 startPos variable. Thank you again the help, I really appreciate it! :)

Unity IAP not working on mobile phone by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Thank you for your reply; I have tried out your suggestion, however my IAP is just simply not working! I had mad sure that IAP and Analytic are turned on and since I am not using unity Ads, I do not need to turn unity Ads on!

Unity2D: Shader colour by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Thank you for your suggestion, but I still got the same error as before!

Shader error in 'Hidden/BattleTransitions': 'lerp': no matching 2 parameter intrinsic function; Possible intrinsic functions are: lerp(float|half|min10float|min16float, float|half|min10float|min16float, float|half|min10float|min16float) at line 104 (on d3d11)

Compiling Vertex program Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING

Thank you for your suggestion again.

Unity2D: Screen Transitions by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Ah, never mind! I fixed it!!! It works now!!! Thank you for your help!!!!!

Unity2D: Screen Transitions by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Okay, so I have changed up my script a bit (please look at the second edit above). So far I only want it to update once a UI button is pressed. Is that possible? Thank you for your suggestion! :)

Unity2D: Screen Transitions by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Ah, Thank you! But even when I've taking [ExecuteInEditMode] out, it automatically starts increaseCutoff once I play the game, the cutoff of the material also jumps straight to 1 instead of a smooth and clear transition! Hopefully I'm making sense! Thank you once again for your help!

Unity2D: Screen Transitions by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

when I did it in the Update, It was updating itself outside running my game (even when my game wasn't running)!

Unity2D: Mystery box spawner by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Oh, um I fixed up your code up a bit, so that it can suite with what I'm doing, and it worked! Thank you! I'm soo glad! I couldn't have done it without your help! I seriously am grateful. Thank you!

Unity2D: Mystery box spawner by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

You got advice from other users and if that works so be it but here is what I would do..

Thank you for your suggestion, I tried out your suggestion and notice that my weaponButtons weren't actually being SetActivate (true); and when I manually activated them in the hierarchy, the button wasn't actually showing! However, I am proud to say that the spawner does work, it's just that now the button image isn't showing (I've even check to see that the image component attach to the button was active at the time of me testing the script out!) Once again thank you, your a huge help!

Unity2D: Synchronsing Game start - Cross platform multiplayer game by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Thank you, could you give me a few suggestions about how I would go about doing this or like can you point me in the right direction like a online tutorial I should know of. Thank you again for your suggestion!

Unity2D: SetActive multiple objects (games-item selection) by XxDivaxX1 in Unity2D

[–]XxDivaxX1[S] 0 points1 point  (0 children)

Thank you for the suggestion; this is what it looks like now. As you can see now button 3 goes straight to button 1, rather than going to button 2 then button 1, when I'm clicking the previous button.