Playspace mover tutorial3/29/2024 I am switching to Index shortly and was hoping that someone out there knows the controller button mask numbers for index. Ive gotten accustomed to using Play Space Mover (Not OVR Advanced setting space drag) over the past 2 years on my Rift. Now I've posted a similar question but since I have done more research my question has changed. Please check the wiki and our troubleshooting guide.Please browse the subreddit for common questions & check the wiki.We don't allow political discussion or sub-reddit drama.No impersonation, claiming to have "insider knowledge", or posting intentional misinformation.We don't allow memes, or URL shorteners.Self-promotion is allowed for game developers and YouTube personalities, please read further below.No buying, selling, begging, giveaways or crowd-funding.Low effort posts that are not allowed include shipment notification, arrival and unboxing photos. Posts must be on-topic and relevant to Valve Index. Posts must be about or related to the Valve Index and must not be low effort.Discussion and debate is encouraged but name-calling and/or harassment will not be tolerated.If you use the "hot key", you will notice that the "button" is depressed as well, and the play-mode tint shows on the button graphics. There is no functional difference to the way the editor behaves. Using either the Play button or hitting Ctrl-P (on Windows) will put the editor into play-mode. The reason why deactivating the spawn point works is that the instance is often created as a child of the spawn point, and when you deactivate a parent, it will deactivate the children of that parent, so the bolt - as a child of the spawn point - is now deactivated as well.Īs an aside - it will make no difference what-so-ever in how you enter play-mode. Simply delete the instance and you'll be fine. It's an easy (and common) mistake to make. If we forget to remove the instance that we created in the scene, it's all primed and ready to go when the scene starts, so - it will "fire" as soon as you enter play-mode. We will need to create our GameObject in the scene, and then we drag is into our project view to create it as a prefab asset. Not having read through the entire thread (and it's archived sister heh!) I was wondering if any of you guys know of Guides/Info towards some sort of level/scene loading system that would work well for these kind of entry level projects, So one could clone, tweak, rearrange the scene, and call it as a second level after x points/kills with out too much hassle?Ĭlick to expand. I've hobbled together a Health system for it, and a Kill counter, used the Offset/Parallax background method from it's own tutorial, added in my own Models and Audio and have had a blast so far! (haven't figured out the enemy stuff yet). but the Unity catches and fixes that and the tip in the first post clears it up!), I'm normally more of an Asset creator, yet I've just got through the tutorial in the newest build, only real problem was the Collider (Convex) issue and a few updates to the API (GetComponent().velocity now, instead of rigidbody.velocity. I can not stress enough how having a resource like this is appreciated! Make sure you have the Rigidbody component set according to the steps in the video and that you only have one Rigidbody in the GameObject family (eg: You don't have one Rigidbody on the root and one on the VFX Quad).įor the archived thread please use this link:įirst off, Thank you, All of you.Check that any "Parent" GameObject (like a holder game object) is set to "origin", or (0,0,0) in its Transform Position.In the Transform Position x value is either of the extremes of 0 or 1, make sure that the alignment is not pushing the text off of the screen.Check to make sure that the Transform Position x and y values are between 0 and 1.My GUIText is not visible on the screen.Unity 5: Common components are no longer cached and there are no "helper references" access them.Please delete the default skybox from the Lighting panel and make sure it is set to "None". Unity 5: Ambient light is now set differently.Please check "convex" on the mesh collider component. Unity 5: When using the mesh collider and adding the simplified mesh, the mesh collider must be "convex" when using Unity 5.Please get the Upgrade Guide for Space Shooter and Unity 5.Ĭommon Upgrade Issues (please see the upgrade guide for details):
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