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https://docs.unity3d.com/Manual/PartSysExplosion.html Explosion effect with particle system
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https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnTriggerEnter.html
use this method to reach the counting of how many TNT has reached near the atomic bomb
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https://docs.unity3d.com/ScriptReference/Component.GetComponentsInChildren.html
use this method to retrieve the particlesystem object within the TNT object
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https://answers.unity.com/questions/310187/resetting-non-looping-particle-system.html
play and stop seems doesn’t work very well. this method seems to solve the problem
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https://docs.unity3d.com/ScriptReference/ParticleSystem.Stop.html
how to stop playing TNT explode effect
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https://docs.unity3d.com/ScriptReference/ParticleSystem.Play.html
how to start playing bomb effect
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https://docs.unity3d.com/ScriptReference/Object.Destroy.html
use this method to let zombie and TNT to disappear on the screen
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https://docs.unity3d.com/ScriptReference/Physics.OverlapSphere.html
use this method to detect zombie within a certain range of TNT
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https://docs.unity3d.com/ScriptReference/Random.InitState.html
Random.seed is deprecated, use Random.InitState() method instead
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https://forum.unity.com/threads/export-package-only-current-scene-not-entire-project.383538/
how to export one scene and related dependencies only, rather than export the whole project
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https://answers.unity.com/questions/1072318/randomrange-always-generates-the-exact-same-number.html
how to avoid Random.Range() function keep producing the same number. This issue is found when adding the random walk functionality to the zombie, where the zombie just keep moving in the same direction rather hopping around.
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side note:
When
* the plane the gameobject is on is not flat
* none of the constraints of rigid body is ticked
* the game object uses a sphere collider or capsule collider
There is a high chance the game object would roll over due to the affect of gravity and uneven ground since it’s using a round collider (imagine a football)
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https://forum.unity.com/threads/solved-oncollisionenter-not-working.443799/
https://docs.unity3d.com/ScriptReference/Collider.OnCollisionEnter.html
detect collision so that we could have some explosion effect
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https://learn.unity.com/tutorial/navigation-basics#
the unity navigator api provides the path finding solution. I’ve used on the zombie to find a path to the player. It’s pretty powerful, has many parameters that you can control with. However the downside would be when you’ve got a large map, it would take quite a while to bake the NavMesh Map (and the generated baked NavMesh map is quite large in size as well, which is bad for collaboration).
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https://stackoverflow.com/questions/50400363/the-type-or-namespace-name-postprocessing-does-not-exist-in-the-namespace-uni
solution to solve the issue when using imported unit asset store packages
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Again, since player and zombie are both rigid body, the zombie’s position could never reaches the player’s position. Although I have already stopped update the NavMeshAgent’s destination when the zombie is close enough, the zombie would unavoidably push the player back a bit when it first reaches the player (due to the fact that its destination is set to the player’s position).
The trick to solve this problem is to calculate the zombie’s heading and subtract a unit vector of that from the player’s position. So that the zombie’s position would just be somewhere near the player, rather than the central position of the player.
here’s the code:
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https://docs.unity3d.com/ScriptReference/Animator.SetBool.html
how to update animator’s boolean parameter
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