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Question by
littlenuke1221 · Jul 12, 2017 at 06:16 PM ·
bugglitchpickuproll a ball
roll a ball pickups disappear on full screen
the pickups for roll a ball disappear when i go on to full screen mode, is it just a bug/glitch???
here is my camera script: using System.Collections; using System.Collections.Generic; using UnityEngine;
public class CameraController : MonoBehaviour {
public GameObject player;
private Vector3 offset;
public Transform lookAt;
public Transform camTransform;
private Camera cam;
public const float Y_ANGLE_MIN = 10.0F;
public const float Y_ANGLE_MAX = 10.0f;
private float distance = 5.0f;
public float currentX = 0.0f;
private float currentY = 0.0f;
public float sensitivitX = 10.0f;
public float sensitivityY = 0.0f;
// Use this for initialization
void Start() {
offset = transform.position - player.transform.position;
camTransform = transform;
cam = Camera.main;
}
private void Update()
{
if (Input.GetMouseButton(1))
{
currentX += Input.GetAxis("Mouse X");
currentY += Input.GetAxis("Mouse Y");
currentY = Mathf.Clamp(currentY, Y_ANGLE_MIN, Y_ANGLE_MAX);
}
}
// Update is called once per frame
void LateUpdate() {
transform.position = player.transform.position + offset;
Vector3 dir = new Vector3(0, 0, -distance);
Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
camTransform.position = lookAt.position + rotation * dir;
camTransform.LookAt(lookAt.position);
}
}
here is my player script: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;
public class PlayerController : MonoBehaviour { public float currentX = 0.0f;
public float speed;
public Text countText;
public Text winText;
public int count;
public float threshold;
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
count = 0;
SetCountText ();
winText.text = "";
}
void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
currentX += Input.GetAxis("Mouse X");
Vector3 movementX = Camera.main.transform.right * moveHorizontal;
Vector3 movementZ = Camera.main.transform.forward * moveVertical;
Vector3 movement = movementX + movementZ;
rb.AddForce(movement * speed);
movement = currentX * movement;
if (transform.position.y < threshold)
{
transform.position = new Vector3(0, 0, 0);
count = 0;
SetCountText();
}
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Pick Up")) {
other.gameObject.SetActive(false);
count = count + 1;
SetCountText();
}
}
void SetCountText ()
{
countText.text = "count: " + count.ToString();
if (count >= 12)
{
winText.text = "You Win!!!";
}
}
}
can anyone help?
thanks.
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