3.5 years later and another user:
it works very well, however I'd like to add that valid values for the variable are from 0 to 1 - that information was missing 😉
Here is a video:
https://www.youtube.com/watch?v=Wc54DVPLD-8
The placement of the eggs/nests/baskets is based on fixed positions, however on each run only 50% of the positions are picked randomly so it has some replayability value.
The scores as t…
Thanks, Chris, I will check and provide that info later.
Regarding the inventory I'm talking about a display like "12/20" which means the user has picked up 12 of 20. I only found the info here in the forum that the "/20" is not …
I just tried this using a dictionary and thought that would work directly, but it didn't. However, I then found the error.
Instead of using AssignValues you obviously have to set the values directly using the public attributes:
DictionaryPicku…
Thanks, because the myAnimation and myAnimationClip were more confusing to me than using some code I found and modifying it to suit my needs this is what I came up with just for reference if someone else wants to animate via C# as well:
using Syste…
Ah, thanks! I did not expect the build settings having an effect on something that is not a build ;) Maybe you should add this information to the manual? That the scene has to be added to the build settings for all of the texts to be found?
Yes, that's what I'm talking about. I just tried dragging, but it also does not work. The audio source is created using GameObject -> Audio -> Audio Source in the hierarchy. I could however drag it onto the "Position" field.
I actually will be using dialogs and speech instead now (see other post, not working completely), but I'd still would like to know why no audio source is selectable
Thanks, Chris!
I tried the second suggestion, but it doesn't work. Actually I have come so far as that Visual Studio does not show any errors for the script and neither does the Unity console but Unity still complains that that script is not valid.…