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Type: Posts; User: Dan K

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    Not yet, but it's on the list!

    Not yet, but it's on the list!
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    I replied in your other thread with a coroutine...

    I replied in your other thread with a coroutine that will make your life amazing. :)
  3. Thread: Bullet dice

    by Dan K
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    [ADDED] Your mesh is offset from its pivot point....

    Your mesh is offset from its pivot point. Translate the mesh to the origin where your pivot is.

    398


    I'd also recommend using a coroutine instead of the update loop for this operation. Here's...
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    So you need to call the setCustomObject()...

    So you need to call the setCustomObject() function.

    Here's an example of how you could do it:



    obj = {}
    obj.type = 'Custom_Token'
    obj.position = {xpos, 1.1, zpos}
    obj.rotation = {0.1,...
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    changelog 5/6/2016 ADDITIONS Global Static...

    changelog 5/6/2016

    ADDITIONS

    Global Static Classes

    Added static Timer class


    Object
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    Sticky: Nevermind on my previous statement, it blew up...

    Nevermind on my previous statement, it blew up the world.

    As is, the only way scripts will persist between loads is if there are unsaved changes in a script (the blue circle next to the tab name).
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    Sticky: I'm not allowed to promise things.

    I'm not allowed to promise things.
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    Sticky: Give it a try after the next patch is released,...

    Give it a try after the next patch is released, hopefully it's all good now.
  9. Most likely it's related to the script being very...

    Most likely it's related to the script being very large. We're no longer developing the in-game editor since Unity's NGUI is such a nightmare. We recommend using our official Atom Plugin or feel free...
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    It looks like if you wrap the fmod() in abs(), it...

    It looks like if you wrap the fmod() in abs(), it should be okay. That's probably a bug with MoonSharp. Using % as Skorpion9x suggested seems to work fine on my end.
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    I'm not able to reproduce this with a Chess King...

    I'm not able to reproduce this with a Chess King piece.



    function onObjectEnterScriptingZone(zone, object)
    print('In Zone')
    end

    function onObjectLeaveScriptingZone(zone, object)
    ...
  12. I'll add it to the list, thanks!

    I'll add it to the list, thanks!
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    Unfortunately we don't have an ETA. It involves...

    Unfortunately we don't have an ETA. It involves changing almost 3 year old code.
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    It's true. All of Unity's trig functions use...

    It's true. All of Unity's trig functions use radians and we convert to degrees to make it easier for the end-user.
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    I'm not sure that I'm following. GUIDs are...

    I'm not sure that I'm following. GUIDs are supposed to be unique for every object with default decks being the one special snowflake. We're planning on fixing that so that all cards in default decks...
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    The trigger x and z are not the same as world x...

    The trigger x and z are not the same as world x and z. The player hands have their own coordinate system with their x pointing opposite the way the player's name is facing (towards the center on...
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    Yaw should be 0 - 360 (rotate all around the...

    Yaw should be 0 - 360 (rotate all around the object) and pitch is *roughly* 1 to 90 (the min range is based on the distance so the camera doesn't collide with the table, but don't worry about that)....
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    Not with default decks as those cards share the...

    Not with default decks as those cards share the same GUID as the deck. Since it doesn't work there, I say it doesn't work for all decks to be safe.
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    Pitch and yaw are fixed for the next patch.

    Pitch and yaw are fixed for the next patch.
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    I can't physics either ;)

    I can't physics either ;)
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    Not sure what you mean by this. You want to force...

    Not sure what you mean by this. You want to force an object into a player's pointer?



    We're working on it!
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    Try using getVelocity()...

    Try using getVelocity() with addForce() or addTorque() with getAngularVelocity().
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    The button images are sprites. We'd like to...

    The button images are sprites.

    We'd like to have it where you can specify your own button image in the future.
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    Sticky: I need more information about reproducing it...

    I need more information about reproducing it since I cannot reproduce it. Is it a particular save file that it only happens with?
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    getScale() was returning a slightly wrong value....

    getScale() was returning a slightly wrong value. Fixed for the next patch, thanks!
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