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Well, I'm new to unity and I'm trying to make a risk-like game, but
I'm struggling in the first steps.
Want I want to do is make dots, that are going to be the conquistable locations, and jointing them with lines to show to the player wich locations are connected together. My problem is: How can I make this lines, that the player must see? How can I position this line using the locations position?
Thanks for the help.
you can use LineRenderer for the same.
Have to give positions list of Vector3 & can create the line.
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I am making a game where red bullets are coming down on the screen at you, and I have the instantiating part done, but I can't figure out how to make them spawn at a random spot along the top of the screen. I am using Unity.
What you could use is the built in unity function of Random.Range(minValue, maxValue) and than where you spawn the prefab you assign a variable using Random.Range as the x location. Example from Unity Offical API
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I wanted to setup a minimap for my multiplayer game. I am using photon for multiplayer.
Thanks in advance
This question is probably too vague, but the rough strokes of how I would do it would be as follows
Render you scene (or only your environment) from a top down orthographic camera
Write a shader that transforms your player's positions to this camera's screenspace and draws a marker at their position (this can be quite difficult)
Render this out to a texture and display it on a mesh at the top of your screen / UI
This is not something that is super easy to do, you might be better just looking for one on the asset store.
If you have any difficulties then maybe ask another question specifically focusing on the area you're struggling with
best of luck
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I created an island and want to check when I reach the island.
How can I add a tag to the island? The island built from a set height of the terrain.
I added a picture for better understanding:
You can bound your island using invisible cubes with colliders as triggers.
You can detect a terrain texture and check if a current texture equals an island's texture - detecting a terrain texture is at a following link: detecting terrain texture
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I am making a car game. My cars are colliding, but I don't want the cars to collide - I want the cars to go inside of the other cars, which have both a rigidbody and a collider. Is there a way to allow my cars' colliders to ignore each other for physics interactions?
Go to project settings, physics and take a look on the matrix.
With this matrix you can exclude cars colliding with each other giving them proper layer and unchecking this layer to colide with itself.
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I would like to have an SKSpriteNode start to fall when the screen is not being tapped(like in flappy bird). I have SKActions that move the object up which are called in the touchesBegan method and I would like the object to fall until the next tap or it hits the ground.
trying setting your gravity in the game to
self.physicsWorld.gravity = CGVectorMake(0,-9.8);
and setting your SKSpriteNode to dynamic.
test.physicsbody.dynamic = YES;