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Programming a screen wrap around unity
Programming a screen wrap around unity










programming a screen wrap around unity
  1. #PROGRAMMING A SCREEN WRAP AROUND UNITY UPDATE#
  2. #PROGRAMMING A SCREEN WRAP AROUND UNITY CODE#

#PROGRAMMING A SCREEN WRAP AROUND UNITY UPDATE#

When instantiating a prefab that contains references to other gameObjects (including itself) wit$$anonymous$$n the same prefab $$anonymous$$erarchy, Unity will cleverly update those references to point to the corresponding newly created scene instances during the instantiation process. There are two t$$anonymous$$ngs going on here to scupper you.įirstly: there is an interesting "feature" of Unity when dealing with self referential prefabs. SBaddies = () ĭebug.Log ("Gained: " +sBaddies.GetMyPoints()) //GetMyPoints is a function in scriptBaddies that returns the point value Instantiate(explosion, transform.position, transform.rotation)

programming a screen wrap around unity programming a screen wrap around unity

Void OnCollisionEnter(Collision collision) Transform.Rotate(randSpinX/10,randSpinY/10,randSpinZ/10) Transform.position = new Vector3(,-10,5) Transform.position = new Vector3(-15,5) Transform.Rotate(randSpinX,randSpinY,randSpinZ) Rigidbody.AddForce(new Vector3(randForceX,randForceY,5)) Transform.position = new Vector3(randPosX,randPosY,5) įloat randForceX = Random.Range (-50,50) įloat randForceY = Random.Range (-50,50) and make the baddie start at those coords give our baddie a point value based on its colour Use t$$anonymous$$s for initializationĬase 0: = Color.red break Ĭase 1: = Color.red break Ĭase 2: = Color.red break Ĭase 3: = Color.red break Ĭase 4: = een break Ĭase 5: = een break Ĭase 6: = een break Ĭase 7: = Color.blue break Ĭase 8: = Color.blue break Ĭase 9: = Color.yellow break Public class scriptBaddies : MonoBehaviour I tested it multiple times before making the edit. The edit I made yesterday was not incorrect. So none of the baddies instantiated as a result of a split are updating. It looks as though for some reason after the second generation the baddies stop using the Update function.Įdit 2: On testing it again t$$anonymous$$s morning it's not wrapping or rotating any of the baddie objects except the very first one. Any baddies beyond those two generations will NOT screen wrap.Įdit: I have just noticed the t$$anonymous$$rd generation + baddies also don't rotate. The initial baddie and the two baddies from the split WILL screen wrap. When the baddie is $$anonymous$$t, it is destroyed and two more baddies are spawned. To give a little background, the game starts with the player and one baddie.

#PROGRAMMING A SCREEN WRAP AROUND UNITY CODE#

I am using the same code to wrap game objects for both the player and the baddy objects, but w$$anonymous$$le the player wraps, only first and second generation baddies wrap. I am making myself a very simple game as my first project in Unity and everyt$$anonymous$$ng in the game is supposed to wrap from left to right and top to bottom (and vice versa).












Programming a screen wrap around unity