Hi guys I have a problem:
How do I do to it makes to transport my character from a scene to the other without unity cancels me the preceding scene?
Example: my character is found inside a tavern and you/he/she must go to the outside crossing a door for go to the second scene?
Please help me
johne5
August 28, 2017, 12:24am
2
the good news is. The script works. The bad news is. I don’t you’re going to like what it does to the asteroid.
The asteroid is tumbling and turning. so when you do a transform.forward this directions is always changing. So i see that asteroid flying off the sides of screen.
johne5
August 28, 2017, 12:51am
3
ok, I found the real problem. the issue is that this script is per asteroid. so every time a new asteroid is spawned. the speed resets to -5, even though is was changed -20.
i almost have a fix for you.
johne5
August 28, 2017, 1:07am
4
here are you’re updated files to fix the speed issue
asteroid move script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Mover : MonoBehaviour
{
public static float asteroidSpeed;
public float speed;
private Rigidbody rb;
void Start()
{
if(asteroidSpeed == 0)
{
asteroidSpeed = speed;
}
rb = GetComponent<Rigidbody>();
rb.velocity = transform.forward * asteroidSpeed;
}
}
Done_GameController script
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
public class Done_GameController : MonoBehaviour
{
public GameObject[] hazards;
public Vector3 spawnValues;
public int hazardCount;
public float spawnWait;
public float startWait;
public float waveWait;
public GUIText scoreText;
public GUIText restartText;
public GUIText gameOverText;
private bool gameOver;
private bool restart;
private int score;
void Start ()
{
gameOver = false;
restart = false;
restartText.text = "";
gameOverText.text = "";
score = 0;
UpdateScore ();
StartCoroutine (SpawnWaves ());
StartCoroutine("MyEvent");
}
void Update ()
{
if (restart)
{
if (Input.GetKeyDown (KeyCode.R))
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
}
IEnumerator SpawnWaves ()
{
yield return new WaitForSeconds (startWait);
while (true)
{
for (int i = 0; i < hazardCount; i++)
{
GameObject hazard = hazards [Random.Range (0, hazards.Length)];
Vector3 spawnPosition = new Vector3 (Random.Range (-spawnValues.x, spawnValues.x), spawnValues.y, spawnValues.z);
Quaternion spawnRotation = Quaternion.identity;
Instantiate (hazard, spawnPosition, spawnRotation);
yield return new WaitForSeconds (spawnWait);
}
yield return new WaitForSeconds (waveWait);
if (gameOver)
{
restartText.text = "Press 'R' for Restart";
restart = true;
break;
}
}
}
public void AddScore (int newScoreValue)
{
score += newScoreValue;
UpdateScore ();
}
void UpdateScore ()
{
scoreText.text = "Score: " + score;
}
public void GameOver ()
{
gameOverText.text = "Game Over!";
gameOver = true;
}
private IEnumerator MyEvent()
{
while (true)
{
yield return new WaitForSeconds(7.5f);
Mover.asteroidSpeed = Mover.asteroidSpeed + -2;
Debug.Log("Asteroid speed increase");
}
}
}
Woah, this OP must have been changed or something lol
johne5
August 29, 2017, 12:42am
6
ohh, crap. i posted to the wrong forum question.
2 Likes