Answer by JeffreyD
I'd suggest working with unity remote. This way you can put Debug.Log statements in your code and see what's going on in the console as you play the game on your tablet. There is a slight delay between...
View ArticleAnswer by fafase
Try: if (Input.touchCount > 0 && isGrounded == true) { rigidbody2D.AddForce(Vector2.up * jump); }
View ArticleAnswer by Soffry
SOLVED! OK, the solution was quite stupid... the variable jump didn't give a sufficient force to my character, so it effectively jumped, but very, very low. I increased the value of jump to 1000 and...
View ArticleAnswer by JeffreyD
I'd suggest working with unity remote. This way you can put Debug.Log statements in your code and see what's going on in the console as you play the game on your tablet. There is a slight delay between...
View ArticleAnswer by fafase
Try: if (Input.touchCount > 0 && isGrounded == true) { rigidbody2D.AddForce(Vector2.up * jump); }
View ArticleAnswer by Soffry
SOLVED! OK, the solution was quite stupid... the variable jump didn't give a sufficient force to my character, so it effectively jumped, but very, very low. I increased the value of jump to 1000 and...
View Article
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