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So at the moment, I don't have any problems with the current project that I'm working on. I'm only making this thread to ask if there is an...
Well, I tried to use onCollisionEnter2D but it seems like that it doesn't work on kinematic rigidBody2D objects which is what my invaders are(I'm...
Yes it does get unticked upon contact with the wall collider. I will report back once I find the culprit. Edit: I found the culprit. Look at...
From the debug log, what I got was "Yay found the controller" and "Something hit the wall!". So the colliders are working but only once. The...
Well I've given the left and right side collider this script using UnityEngine; public class DetectInvaderCollision : MonoBehaviour {...
What I have is a single enemyController object(this object has no childs) that controls the movement for each object through the script...
Well after comparing state of the static colliders on the scene and game screen before and after the invader collides with either one of them,...
So changing the detection of all 3 invaders to continuous while changing their position using the movePosition instead of the transform.Translate,...
I changed all the movement for the players, bullets and invaders into a fixedupdate() function and instead of using transform.Translate, I used...
The colliders take up the entire left and right edge of the screen so I don't think making it bigger is going to help. The reason I used colliders...
And why I can't I do that with the box2D collider that my invader Entity has? Is the capsule collider really the only solution to this?
After reading the forums for quite a while on this issue, many have suggests to change the collision detection of my invaders from discrete to...
I currently have two scripts. One script is called EnemyController that is attached to an an object called EnemyController and controls the...
So here is what I got. Tell if there is anything else I can do to improve it. EnemyController Script using UnityEngine; public class...
Could you explain why that would be better? If I make each invader a child to the enemy controller object, all I will need to do is move the...
Hey Daniel, So going back to that idea you gave me. So the way I been thinking about implementing your idea is by 1.) Creating an empty object...
This is what I was able to extrapolate from your comment but now the character goes completely pass the screen. using UnityEngine; public class...
That seems like a good idea. I'll try that.
So I been currently trying to restrict the player's movement dynamically without hard coding any values. As of now, this how my player controller...
And were the 3 invader horizontally or vertically aligned? Because I tried both scenarios with 3 invaders and in both instances, they only moved...