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Assets/Scripts/Enemy.cs(61,44): error CS1955: The member...

i'm just stuck... here's my code enter code hereusing UnityEngine; using System.Collections; public class Enemy : MonoBehaviour { static bool go_left = false; private int timer = 300; private int...

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can someone tell me what is wrong with my build?

I'm not sure what it is saying in these two lines, can someone please help it's apparently game breaking but it shows no errors before i build it or in any of the scripts![alt text][1] [1]:...

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UnityException: You are not allowed to call this function when declaring a...

So this isn't a game breaking error, however i would like these errors to be gone by the time we build and currently this is the only one and I'm not sure what to do with it. The script is set up to...

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Joint has a bone length of zero

so one of my assets is freaking the hell out for reasons unknown when imported into unity. I've gone back and re-baked, re-exported, checked the original rig file, nothing. the other hand is built the...

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AI sight script not detecting player

So here's the script I'm working with. I've compared it to numerous others and i can't figure out why it's not working in game. I get no errors but the raycasing seems to not be properly targeting the...

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Animating 180 degree turn

So quick question because the answer that was given to me by an instructor just doesn't make sense to me. When animating a character turning anywhere from 45 to 180 degrees do you need to animate the...

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humanoid rig settings not seeing shoulder joints

OK so Unity isn't recognizing the clavicle joints in the rig and is resetting them to their original position when I have it in Humanoid set up. When I import it in originally and it's in generic or...

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Exporting blendshapes to an .fbx from maya

alright so I'm using Maya 2015 and i've got an animations completed blendshapes are working correctly in my scene file and all that. BUT when i export my asset to an FBX when i open the exported file...

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Assets/Scripts/Enemy.cs(61,44): error CS1955: The member...

i'm just stuck... here's my code enter code hereusing UnityEngine; using System.Collections; public class Enemy : MonoBehaviour { static bool go_left = false; private int timer = 300; private int...

View Article


can someone tell me what is wrong with my build?

I'm not sure what it is saying in these two lines, can someone please help it's apparently game breaking but it shows no errors before i build it or in any of the scripts![alt text][1] [1]:...

View Article

UnityException: You are not allowed to call this function when declaring a...

So this isn't a game breaking error, however i would like these errors to be gone by the time we build and currently this is the only one and I'm not sure what to do with it. The script is set up to...

View Article

Joint has a bone length of zero

so one of my assets is freaking the hell out for reasons unknown when imported into unity. I've gone back and re-baked, re-exported, checked the original rig file, nothing. the other hand is built the...

View Article

AI sight script not detecting player

So here's the script I'm working with. I've compared it to numerous others and i can't figure out why it's not working in game. I get no errors but the raycasing seems to not be properly targeting the...

View Article


Animating 180 degree turn

So quick question because the answer that was given to me by an instructor just doesn't make sense to me. When animating a character turning anywhere from 45 to 180 degrees do you need to animate the...

View Article

humanoid rig settings not seeing shoulder joints

OK so Unity isn't recognizing the clavicle joints in the rig and is resetting them to their original position when I have it in Humanoid set up. When I import it in originally and it's in generic or...

View Article


Exporting blendshapes to an .fbx from maya

alright so I'm using Maya 2015 and i've got an animations completed blendshapes are working correctly in my scene file and all that. BUT when i export my asset to an FBX when i open the exported file...

View Article
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