How to fix weird flickering in Line Renderer Unity
I am making a game similar to flappy bird, where the player stays in place (only moves up and down), but the obstacles scroll(to the left). I wanted to make a trail for my player, but since the player isn’t actually moving this proved rather difficult. Currently, I am using a Line Renderer that makes the trail, my code:
How to fix weird flickering in Line Renderer Unity
I am making a game similar to flappy bird, where the player stays in place (only moves up and down), but the obstacles scroll(to the left). I wanted to make a trail for my player, but since the player isn’t actually moving this proved rather difficult. Currently, I am using a Line Renderer that makes the trail, my code:
How to fix weird flickering in Line Renderer Unity
I am making a game similar to flappy bird, where the player stays in place (only moves up and down), but the obstacles scroll(to the left). I wanted to make a trail for my player, but since the player isn’t actually moving this proved rather difficult. Currently, I am using a Line Renderer that makes the trail, my code:
How to fix weird flickering in Line Renderer Unity
I am making a game similar to flappy bird, where the player stays in place (only moves up and down), but the obstacles scroll(to the left). I wanted to make a trail for my player, but since the player isn’t actually moving this proved rather difficult. Currently, I am using a Line Renderer that makes the trail, my code:
GraphicsBuffer.GetData not populating the provided array
Context I’m trying to make a bit of code for unity 2021 that will generate a readable mesh from a non-readable. I’ve created a function that works sometimes. There are specific meshes in the game that don’t work. Here’s the full function I’m using: public static Mesh GetReadable(this Mesh mesh) { if (mesh.isReadable) return Object.Instantiate(mesh); […]
Unity C# light angle does not change
I’m trying to create a game in which helicopter light follows a target. This is the code I’m trying to do it with:
Simple Acceleration Based Movement in Unity
I am new to Unity and wanted to create a simple acceleration-based movement system that mimics an ice skater’s movement on an ice rink where the player uses keyboard input to change the direction of their movement and accelerate. But for some reason, this code doesn’t work even though the idea was very basic.
How to properly deal damage?
I’m trying to deal damage to my player when the enemy is at a given distance, but whatever I try the player’s life goes instantly to 0. I tried to add the StartCoroutine(ReduceHealthOverTime());
line in the player script and the slider and health are perfectly decreasing. I also tried different approaches, but the result is always the same.
Why doesn’t my script access correctly the variable i pass it?
I am trying to make a main menu in C# for a unity project. I have some arrays of gameobjects that contain UI elements, divided by location (mm – main menu, songs – song selection, hands – hand selection and powerups – powerups selection).
Why doesn’t my script access correctly the variable i pass it?
I am trying to make a main menu in C# for a unity project. I have some arrays of gameobjects that contain UI elements, divided by location (mm – main menu, songs – song selection, hands – hand selection and powerups – powerups selection).