PhantomGazebo
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I was having a hard time making this work on a dog I created. Manually snapping stuff together would cause the parts to overlap and spaz out or the joints to break. I think what finally fixed it wa...
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I’m figuring my way through these issues at the moment too. I’m making a game where you can pick up rocks and throw them. My solution to the character collision issue was to turn off the object’s c...
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I think the general idea would be to have a tag on the surface of the object you want to push, and a tag on the puppets hand. When you want to push (maybe you enter a trigger zone AND push x) then ...
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Not sure if this is the best solution but it’s what came to mind! Sorry if some terminology is wrong I don’t have the game in front of me.The wind is generated by a Force Applier. Made fancy with P...
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Try snapping the mover to the block outside of the group. (Select the mover > phase out of the brush + block group, and snap it to the tile)
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Check this out: https://youtu.be/KknE8BfAros
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First idea that comes to mind is making a cone-shaped trigger zone for the area where you want the eye to follow. If the tag is is the zone it activates the rotator. You could have the eye return t...
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I would use a counter:Set counter max to 2When counter hits target value reset counterPress Triangle bumps the counter value up 1(So 0 = not drawn, 1 = drawn)Wire Counter’s current value to the dra...
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1. If you have it functioning properly in reverse it sounds like a Not gate before you plug it into Visible would solve all your problems2. How about if you put a trigger zone on the object that lo...
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On the DualShock L1 + Triangle swaps between blend and stamp. My favorite shortcut!