We start with (well, really an environment, but we'll skip that for now) our character controller and camera, which I've chosen to scale tiny, and allowing the hanger to now become a palace. This will of course require us to increase the run speed and jump height, as exploration shouldn't be tedious.
Here we see the character controller and camera (suspended in mid-air) in the enlarged hanger. And on the other side of the car, a basic GUI:
var crosshairTexture : Texture2D;
var position : Rect;
function Start()
{
position = Rect( ( Screen.width - crosshairTexture.width ) / 2,
var position : Rect;
function Start()
{
position = Rect( ( Screen.width - crosshairTexture.width ) / 2,
( Screen.height - crosshairTexture.height ) / 2, crosshairTexture.width, crosshairTexture.height );
}
function OnGUI()
{
GUI.DrawTexture(position, crosshairTexture);
}
}
function OnGUI()
{
GUI.DrawTexture(position, crosshairTexture);
}
We declare some variables, a 2D texture asset and a position, enter the function, establish the position as centering the width and height of the asset across the screen, another function to match the texture-object to the position, and...
...It's like we've killed something already.
What are those exploding missiles doing there? I hope I figure out a way to figure out how to explain those javascripts before our next episode of...
For My Eyes Only -or- How I Learned to Stop Worrying and Love the Blog.
No comments:
Post a Comment