Impressive. The Art and feel is really good. Music is sometimes great sometimes decent. Can't say anything about the writing cause my knowledge of French is limited to only a few words though... The cutscenes and camera changes are really well made …
Great stuff! Thanks for the heads up! Just to return the favor, don't forget to check Cinemachine too! It's a superb (AAA) quality camera system, which also became free recently. Not all of the features are out yet, but I'm already loving it! :) Th…
Also remember to properly setup your Occlusion Culling. You have to bake it and also mark proper objects as occlusion static(done from the same occlusion culling window - found in the Window menu). after that it's like Deckard said, just mind the fo…
Unless you want to program a bit, I'd recommend you to use Unity's animation system. It'll probably be far easier that way. Else, I "think" AC has some actions to change player rotation, but animation is usually the best way.
Weird, my copy-pasting missed a curly bracket. Sorry. I hate copy pasting, lol. Anyway add a } at the end. (The one in the wikia does have two closing curly brackets after the #endif like it should, so I guess I just got it wrong here in the forums.)
Weird, check if it was pasted correctly. A bracket may have been missed or something. (here's the code again, I'll repost the code in the wikia just in case too)
using UnityEngine;
using System;
using Steamworks;
#if UNITY_EDITOR
using UnityEditor;…
Umm, maybe it's the platform you are using then, or where are you checking the settings?Because, in PC or other Mobile I've used, if you go to Edit/Project Settings/Quality it should be listed as Anti Aliasing. You'll have the option to change the q…
Sorry, I made a mistake, the options to disable hardware anti-aliasing should be in unity's Quality settings (you'll have to modify it in all your qualities).
You could try disabling hardware antialising in the Unity "Player" options. Then, add an image effect antialiasing to the your main cameras instead. Though, it'll probably do you and anyone else with the issue better if you go to the Unity…
Ah, sorry if I offended you Crystal_Warrior, but your user name provides no indication of your gender... how was I supposed to know?
Anyway, end of off topic comment. lol.
You'll have to create a custom action that takes that object, then in the script you'll have to get a reference for each of the scripts. That way you can use _triggerscript1reference.enabled = true (or false) as needed.
By the way, always delete uni…
Ah, you missed showing the bottom of the hierarchy inside BehaviourUpdate... it gets cuts off too soon. It's like someone showing you half the mystery and coming short to seeing the actual culprit. lol.
Can you retake the screen shot and make sure y…
They are disappearing if you add a rigid body to them? That means they're instantly falling through the world, ignoring collisions. There's definitely something wrong in there then. If you are ticking your objects as kinematic or turning on all cons…
Unless you keep a separate Gold global variable for each Player, they will all share the same variable. That's why they're called global variables. Scenes or objects are not tied to them, they exists permanently during the duration of the program an…
Do any of your models have children? Nested rigidbodies and colliders can also cause collisions issues, specially if the children use mesh colliders. Also, the Physics layer has nothing to do with #4, verifying that children have rigidbodies when it…
Collisions in unity are a b*tch. There are many things you need to take into account. Just to name a few:
1. As mentioned, if you have two colliding objects, at least one of them has to have a Rigidbody for collisions to work.
2. Kinematic rigidbod…