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Ever need to frame the perfect shot with your Camera? find it hard to use the Translate and Rotate tool to get what you want? look no further!
You’ve wanted some new content for a long time, so I took an evening to make a few videos separate from Unity for the community directly. They’re a little...
Hello everyone! Well it’s been a while since I posted anything new on Unity3DStudent.com. But still I am seeing thousands of new Unity users learn...
Hello everyone! Well it’s been a while since I posted anything new on Unity3DStudent.com. But still I am seeing thousands of new Unity users learn with...
In yet another massive upgrade, Unity Technologies present to the world Unity version 3.4. With masses of improvements listed on the download page, I...
In yet another massive upgrade, Unity Technologies present to the world Unity version 3.4. With masses of improvements listed on the download page, I...
This is something a few of you have asked me to cover recently so here it is – a Unity Tutorial on how to track player progress during the game...
This is something a few of you have asked me to cover recently so here it is – a Unity Tutorial on how to track player progress during the game. In order...
How to use SendMessage() to call functions in scripts attached to other objects. Code Used (Javascript) – Reactor.js var downTexture : Texture...
How to use SendMessage() to call functions in scripts attached to other objects. Code Used (Javascript) – Reactor.js var downTexture : Texture2D; function...
Following on from the Football kick power bar example, I was asked by reader Adam to provide an example that shows off shooting by charging up power rather...
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[...] : Transform; // current Player position var playerPos : Transform; function Update(){ // get level distance by subtracting start and end var [...]
[...] Code Used //Basic movement of an object with Translate var speed : float = 5.0; function Update () { transform.Translate(Vector3(0,0,speed) * Time.deltaTime&# [...]
[...] corresponding key can be assigned to which numbered camera to select, for example - function Update(){ if(Input.GetKey("1")){ Debug.Log("Using Camera One"); camSwap(1) [...]
[...] by implementing Time.timeScale. Code Used (Javascript) var paused : boolean = false; function Update () { if(Input.GetButtonUp("Jump")){ if(!paused){ Time.timeScale = 0; paused= [...]
[...] ); yield WaitForSeconds(2); readynow=true; } Further Reading Script Reference on WaitForSeconds command Related Modules Beginner B00 – Adding Mass / Gravity [...]
[...] = true; }else{ light.enabled = false; } } Further Reading Script Reference on Vector3.Distance [...]
[...] ;) { transform.LookAt(myTransform); } Further Reading Script Reference on the LookAt() function [...]
[...] .gameObject.AddComponent(Rigidbody); } } } Further Reading Script reference on AddComponent() function [...]
[...] Creating a pause in scripts using yield WaitForSeconds() Code Used (Javascript) var box : GameObject; var readynow : boolean = true; function [...]
[...] React () { renderer.material.mainTexture = downTexture; yield WaitForSeconds(1); gameObject.AddComponent(Rigidbody); } Code Used ( [...]
[...] (pFab.gameObject, 4); //pause before resetting everything yield WaitForSeconds(4); //reset the bar GUI width and our main power variable [...]
[...] , pos.y, pos.z), transform.rotation); yield WaitForSeconds(0.5); Debug.Log("made ball "+i); & [...]
[...] How the game view is defined by cameras, positioning them and controlling them. Related Modules & Challenges Introductory 102 – The Hierarchy panel Further Reading Script [...]
[...] ;Horizontal"); transform.Translate(Vector3(horiz,0,0)); } Related Modules & Challenges Beginner B02 – Detecting Input Unity Script Reference on the Input [...]
[...] Using a Fixed joint and a Hinge joint to make a chain for a wrecking ball. Related Modules & Challenges Beginner 200 – Adding Mass / Gravity with Rigidbodies Further Reading [...]
[...] Start () { rigidbody.AddForce(Vector3(0,0,power)); } Related Modules & Challenges Beginner 200 – Adding Mass / Gravity with Rigidbodies Challenge C01 ( [...]
[...] : //Play an instance using attached AudioSource component var myClip : AudioClip; function Start () { audio.PlayOneShot(myClip); } Using PlayClipAtPoint: // [...]
[...] . Code Used //Simple Instantiation of a Prefab at Start var thePrefab : GameObject; function Start () { var instance : GameObject = Instantiate(thePrefab, transform. [...]
[...] using the Destroy command. Code Used //Simple Destroy Command in Start Function function Start () { Destroy(gameObject.Find("Box"), 3); &# [...]
[...] variable to store currently created stack of crates private var currentCrates : GameObject; function Start(){ //set the power bar to zero at start guiTexture.pixelInset.width = 0; //create the target [...]
[...] ;{ Debug.Log("GAME OVER"); } } Further Reading Unity Script reference on Time.deltaTime [...]
[...] { Debug.Log("Hit the wall"); } } Further Reading Unity Script Reference on OnCollisionEnter() function Unity Component Reference on Collider components [...]
[...] Function function Start () { Destroy(gameObject.Find("Box"), 3); } Further Reading Unity Script Reference on Destroy Class [...]
[...] Time.deltaTime; } if(myTimer <= 0){ Debug.Log("GAME OVER"); } } Further Reading Unity Script reference on Time.deltaTime [...]
[...] function Start () { rigidbody.AddForce(Vector3(0,0,power)); } Related Modules & Challenges Beginner 200 – Adding Mass / Gravity with Rigidbodies Challenge C01 (Beginner) Further [...]
[...] joint and a Hinge joint to make a chain for a wrecking ball. Related Modules & Challenges Beginner 200 – Adding Mass / Gravity with Rigidbodies Further Reading Component Reference on [...]
[...] joint and a Hinge joint to make a chain for a wrecking ball. Related Modules & Challenges Beginner 200 – Adding Mass / Gravity with Rigidbodies Further Reading Component Reference on [...]
[...] .AddForce(Vector3(0,0,power)); } Related Modules & Challenges Beginner 200 – Adding Mass / Gravity with Rigidbodies Challenge C01 (Beginner) Further [...]
[...] instantiated from a prefab. Code Used (Javascript) var stars : ParticleEmitter; function OnCollisionEnter (col : Collision) { Instantiate(stars, transform.position, [...]
[...] scenes in your Unity project. Code Used (Javascript) var myLevel : String; function OnCollisionEnter (myCollision : Collision) { if(myCollision.gameObject.name == & [...]
[...] between scenes in your Unity project. Code Used (Javascript) var myLevel : String; function OnCollisionEnter (myCollision : Collision) { if(myCollision.gameObject.name == "Floor"){ [...]
[...] instantiated from a prefab. Code Used (Javascript) var stars : ParticleEmitter; function OnCollisionEnter (col : Collision) { Instantiate(stars, transform.position, transform.rotation); [...]
[...] : Transform; // current Player position var playerPos : Transform; function Update(){ // get level distance by subtracting start and end var [...]
[...] Code Used //Basic movement of an object with Translate var speed : float = 5.0; function Update () { transform.Translate(Vector3(0,0,speed) * Time.deltaTime&# [...]
[...] corresponding key can be assigned to which numbered camera to select, for example - function Update(){ if(Input.GetKey("1")){ Debug.Log("Using Camera One"); camSwap(1) [...]
[...] by implementing Time.timeScale. Code Used (Javascript) var paused : boolean = false; function Update () { if(Input.GetButtonUp("Jump")){ if(!paused){ Time.timeScale = 0; paused= [...]
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