Unity tools
From DreamsteepWiki
var tex :texture;
BOUNCE IDEA
function OnCollisionEnter (collisionInfo : Collision) {
// print (collisionInfo.gameObject.tag) ; //??? HTH DO I TAG?
// print (collisionInfo.gameObject.transform.position) ;
// if (collisionInfo.gameObject.tag=="sphere"){
var rand: int = Random.Range(-200,200);
collisionInfo.gameObject.rigidbody.AddForce(Vector3.up*500);
collisionInfo.gameObject.rigidbody.AddForce(Vector3.right*rand);
//}
}
SmoothLookAt
var target : Transform;
var damping = 6.0;
var smooth = true;
@script AddComponentMenu("Camera-Control/Smooth Look At")
function LateUpdate () {
if (target) {
if (smooth)
{
// Look at and dampen the rotation
var rotation = Quaternion.LookRotation(target.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
}
else
{
// Just lookat
transform.LookAt(target);
}
}
}
function Start () {
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
Smooth Follow
/*
This camera smoothes out rotation around the y-axis and height.
Horizontal Distance to the target is always fixed.
There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.
For every of those smoothed values we calculate the wanted value and the current value.
Then we smooth it using the Lerp function.
Then we apply the smoothed values to the transform's position.
*/
// The target we are following
var target : Transform;
// The distance in the x-z plane to the target
var distance = 10.0;
// the height we want the camera to be above the target
var height = 5.0;
// How much we
var heightDamping = 2.0;
var rotationDamping = 3.0;
// Place the script in the Camera-Control group in the component menu
@script AddComponentMenu("Camera-Control/Smooth Follow")
function LateUpdate () {
// Early out if we don't have a target
if (!target)
return;
// Calculate the current rotation angles
wantedRotationAngle = target.eulerAngles.y;
wantedHeight = target.position.y + height;
currentRotationAngle = transform.eulerAngles.y;
currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position.y = currentHeight;
// Always look at the target
transform.LookAt (target);
}
Make a particle explosion when bullets hit
var explody_pf :Transform;
function explody (){
var instancedbullet =Instantiate( explody_pf ,transform.position,Quaternion.identity);
//instancedbullet.rigidbody.AddForce(transform.forward * shootForce);
}
function OnCollisionEnter (collisionInfo : Collision) {
// print (collisionInfo.gameObject.tag) ; //??? HTH DO I TAG?
// if (collisionInfo.gameObject.tag=="sphere"){
//
// print (collisionInfo.gameObject.transform.position) ;
explody();
var rand: int = Random.Range(-200,200);
collisionInfo.gameObject.rigidbody.AddForce(Vector3.up*1500);
collisionInfo.gameObject.rigidbody.AddForce(Vector3.right*rand);
//}
}
function OnCollisionEnter (collisionInfo : Collision) {
if (collisionInfo.gameObject.tag=="sphere"){
var rand: int = Random.Range(-200,200);
collisionInfo.gameObject.rigidbody.AddForce(Vector3.up*500);
collisionInfo.gameObject.rigidbody.AddForce(Vector3.right*rand);
}
}
Junk , destroy object , untested
var prefab : Transform;
function Start () {
var clone = Instantiate (prefab, Vector3(transform.position.x,
transform.position.y,
transform.position.z),
Quaternion.identity);
}
function Update () {
transform.Rotate(Vector3.up * Time.deltaTime*50);
transform.Rotate(Vector3.right * Time.deltaTime*50);
}
function OnTriggerEnter(collisionInfo : Collider){
Destroy (clone); // <======= THE ERROR IS THIS LINE
Destroy (gameObject);
// Destroy(collisionInfo.gameObject);
}

