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Questions tagged [game-component]

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I need to be able to disable only a specific component of an object publicly. I got a public component but I cant find any ways on the internet on how to disable and enable that component. Here's the ...
Object's user avatar
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2 answers
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Today I learned some cool tricks about sizing containers and its children, I mainly using this, because I need to build some forms. But now... It is some preffered way how to handle forms? Or some ...
Zechy's user avatar
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I am trying to place the ball on the paddle until a key is pressed, also there is box collider that triggers if the ball falls down. For some reason the transform.position.y of the ball gameObject is ...
Kevin Tony's user avatar
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It's exactly as the title says. I am getting a null reference error even though I have properly referenced the object. I have debugged my code to show that the result is always exactly what I need ...
Kiyo's user avatar
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so, I want to add a Cloth component. I click on a gameobjects, press “Add Component” in the Inspector search “Cloth” And nothing comes up. From my searches in google, nobody had such a problem ever, ...
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I'm having this terribly annoying problem where my text is being overwritten by Unity. This Happens regardless of whether I am using tags or not. Here is what I want to appear (more or less, I don't ...
hatinacat2000's user avatar
5 votes
1 answer
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Preamble: I'm working on a level editor for my engine, which uses an ECS architecture. I have around a dozen component types so far, mostly dealing with graphics, like lighting components, model, and ...
Yattabyte's user avatar
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I have a Line Renderer component with 4 points, I would like to disable and enable the last 2 points at a certain time. My question is, how would I in code (C#) enable and disable individual Line ...
John Smith's user avatar
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1 vote
1 answer
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So I have a GameObject which my scene will be it's children. I wanted to get the BoxCollider of all the objects and their sub-...
Henjin's user avatar
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As we know, Unity has a cloth component, but is there something to simulate human hair?
Crapper's user avatar
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Here is what I want to do in Unity for a given GameObject go = new GameObject(). I want to create a MeshRenderer, change its ...
AndraSol's user avatar
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3 votes
1 answer
1k views

I am trying to create a MessageBox in Unity, but I'm having some troubles in C#.. This is my code (I'll explain my problem later): MsgBox.cs ...
Kiritonito's user avatar
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I'm reading that Components in ECS are just only data and have no logic. I'm trying to follow this and I got that working: ...
FrameBuffer's user avatar
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1 answer
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first of, I'm new to android game development so I don't know all the classes and dictionaries within android and libgdx. I'm actually following a game development tutorial for the first time (...
DinoByte's user avatar
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I'm not sure if this exact question has been asked before, but all I could find were questions about how to work with GameComponent, or why something wasn't working. I understand that you overload ...
Kyle Baran's user avatar
4 votes
1 answer
245 views

Inside of my main class file I am initializing a number of game components which are used to represent game scenes i.e. main menu and game. I am initilizing each component inside of XNAs LoadContent ...
Nexuz's user avatar
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0 answers
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I am using a 3D asset that has flat scenery elements (3D island with 2D bushes). [1] Having encountered a number of problems with this scenery [2] I want to deactive it (not visible, not collidable, ...
lofidevops's user avatar
1 vote
1 answer
307 views

I am trying to build an Entity Component System for an interactive application developed using C++ and OpenGL. My question is quite simple. In my GameObject class I have a collection of Components. I ...
John's user avatar
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1 answer
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I know what it is and I'm using it as a frame counter for example. But when should I use it? Does it make sense to say "I make all the input handling happen in a gamecomponent"? Is it flexible enough ...
t0rb's user avatar
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1 answer
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I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed ...
spaceOwl's user avatar
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4 answers
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I have a small demo and I want to create a class that draws messages in screen like fps rate. I am reading a XNA book and they comment about GameComponents. I have created a class that inherits ...
Oscar Foley's user avatar
1 vote
1 answer
596 views

Basically the question is in the title. I'm creating a RTS game and I will need buttons like attack move / attack ground, etc. I am not using any engine. When people do games in OpenGL for android (...
jmacedo's user avatar
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6 votes
1 answer
3k views

I'm trying to learn more about Component Entity systems. So I decided to write a Tetris clone. I'm using the "style" of component-entity system where the Entity is just a bag of Components, the ...
s73v3r's user avatar
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1 vote
1 answer
287 views

in order to load 3D-meshes to my project i created a BasicModel class. I made it a DrawableGameComponent so I can override methods like Draw & LoadContent. Plus I have access to the GraphicsDevice ...
チーズパン's user avatar
2 votes
3 answers
577 views

So after reading about components for a bit I want to make a very simple spaceshooter game that uses components and systems. However, I'm a bit confused on how much scope each component should have. ...
Jason Watson's user avatar
9 votes
4 answers
3k views

I'm starting out on my first 'proper' game project, and I've inevitably hit a block trying to decide how game components in XNA should communicate. From previous (Java) GUI programming events, ...
codinghands's user avatar
3 votes
2 answers
4k views

I have the following Sprite class (leaving out everything that doesn't pertain to my question): ...
Daniel T.'s user avatar
  • 537
19 votes
2 answers
6k views

I have spent the last 48 hours reading up on Object Component systems, and feel I am ready enough to start implementing it. I got the base Object and Component classes created, but now that I need to ...
Aidan Knight's user avatar
6 votes
3 answers
5k views

I'm making a SpaceWar!-esque game using XNA. I want to limit my ships to 5 active bullets at any time. I have a Bullet DrawableGameComponent and a Ship ...
Bill's user avatar
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25 votes
5 answers
20k views

I've read in many places that DrawableGameComponents should be saved for things like "levels" or some kind of managers instead of using them, for example, for characters or tiles (Like this guy says ...
Kenji Kina's user avatar
7 votes
1 answer
2k views

I'm just getting started on an XNA game for Window Phone 7. For my Flash games I have my own framework that I was just going to port from AS3, but I have just found the built-in game component stuff ...
Iain's user avatar
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