Hi everybody I am having a problem with my game, the problem is based when I switch the materials so it can face the other direction (it is a 2d game). This affects the animation which is controlled by the renderer.material.mainTextureOffset but I have no idea why this is not working.
code in c#:
using UnityEngine;
using System.Collections;
public class character : MonoBehaviour {
public float forwardSpeed = 10.0f;
public Material newMaterialRefcs1;
public Material newMaterialRefcs2;
// Use this for initialization
void Start () {
}
//error is occurring here !!!!!!!! below Important. The 2 if statements below
// Update is called once per frame
void Update () {
if( Input.GetKey(KeyCode.D)){
renderer.material.mainTextureOffset = new Vector2(0.25f, 0);
transform.position += -transform.right * forwardSpeed * Time.deltaTime;
renderer.material = newMaterialRefcs1;
}if( Input.GetKey(KeyCode.A)){
renderer.material.mainTextureOffset = new Vector2(0.25f, 0);
transform.position += transform.right * forwardSpeed * Time.deltaTime;
renderer.material = newMaterialRefcs2;
}
}}
I have figured it out with some help from the unity forums took a while but here it is:
using UnityEngine;
using System.Collections;
public class character : MonoBehaviour {
public float forwardSpeed = 20.0f; public float rot = 0f;public float jumpSpeed = 100;public float gravity = 30f;
public Material newMaterialRefcs1;
public Material newMaterialRefcs2;
void Start () {
}
public float scrollSpeed = 0.25F;
void Update () {
if( Input.GetKey(KeyCode.RightArrow)){
scrollSpeed += 0.25f;
transform.position += -transform.right * forwardSpeed * Time.deltaTime;
renderer.material = newMaterialRefcs1;
float offset = scrollSpeed;
renderer.material.SetTextureOffset("_MainTex", new Vector2(offset, 0));
}if( Input.GetKey(KeyCode.LeftArrow)){
scrollSpeed += 0.25f;
transform.position += transform.right * forwardSpeed * Time.deltaTime;
renderer.material = newMaterialRefcs2;
float offset = scrollSpeed;
renderer.material.SetTextureOffset("_MainTex", new Vector2(offset, 0));
}
Vector3 isgrounded = transform.TransformDirection(Vector3.up);
if( Input.GetKeyDown(KeyCode.Space)&& Physics.Raycast(transform.position, isgrounded, 6)){
transform.position -= transform.up * jumpSpeed * Time.deltaTime*2;
}
Physics.gravity = new Vector3(0, gravity, 0);
transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z);
}
}