SchultzGames
Para tirar dúvidas, crie um tópico especifico na área "Dúvidas em Geral" e aguarde ser respondido. Evite comentar em tópicos não relacionados a sua dúvida Very Happy
TÓPICOS RECENTES:
Tópico:
Postado em:
Postado por:
✖ Projeto HOSPICE Horror Game !! ✖
Precisamos de modeladores
Machado PBR | 3D Axe with PBR textures.
Rigidbody2D AddForce - Como adicionar uma força oneshot.
duvida
Em breve Ilhas Multiplayer, sobrevivencia PVP E PVM
Text multiplayer
[TUTORIAL] Avião Script
Duvida sobre o Unet
Colocar Gifs em uma UI Unity 5?
Como faço para a musica continuar tocando quando muda de cena?
MANTER TELA DO CELULAR LIGADA
Tirar Fotos no Unity 5 FPS
[TUTORIAL] Luz Principal,Luz de Freio,Piscas para Carro,Moto,Caminhão,Ônibus,Etc...
como posso colocar tempo em qualquer script?
SCRIPT ISOMETRICO PARA ROTACIONAR O PLAYER COM MOUSE
Mesmo material mas objeto mais claro
MEU JOGO DE TERROR EM DESENVOLVIMENTO E BLOGGUER
Alguém pode fazer um rig pra mão do meu personagem?
Verificar quantos objetos tem a seguinte tag na scena
visualizador de ritmo
the ŞỮŘVƗVΔŁ ƗŞŁΔŇĐ [Lançamento]
Time
Unity Banco de Dados
Grave no Som da Unity!
ESSE EO MEU JOGO QUE EU ESTOU DESENVOLVENDO (VERSAO ALPHA)
Assesar Script De Outra Script
Camera FPS atravessa paredes
R7 - GOOH (resident evil 7)
Formação de equipa para o Jogo Until the last
Suspensão carro com raycast
como criar um botao dentro do if() (em C# pq quero padronizar tudo na mesma linguagem)
Arquivos de Expanssão OBB
Formação de equipe para jogo estilo Rust/DayZ
[DUVIDA]como girar sprite somente no eixo X em direção do mouse
GRAVIDADE não é compatível com Camera.main.ScreenToViewportPoint ?
[DEVLOG] Projeto - Girl Blade (download Pré-Alpha)
[SUPER ATUALIZAÇÃO] - Android - Night Hunter RPG, Faça um teste e avalie! Alpha #5
Recrutamento para jogo de sobrevivencia estilo DayZ/Rust/H1Z1
-[SCRIPT DE POSIÇÕES ]-
[Duvida] Unity5 - Physics2D.Raycast não obedece distância máxima.
[____APOIE O FÓRUM E O CANAL E GANHE RECOMPENSAS____]
como posso fazer sons dos passos do inimigo
Unity - Car engine sound - Primeiro teste
Dúvida sobre particulas
[RESOLVIDO] Executar animação após um X segundos
Como indentificar que estou escrevendo [Unity.UI inputField]
[RESOLVIDO] Blender - Mesh com ossos bugados
[RESOLVIDO] OntriggerEnter Bugado
[RESOLVIDO] Problema com o Reimport e atualização do modelo
Como fazer o raycast ignorar a primeira colisao?
[RESOLVIDO] Animações no script
Transição de Cores Entre Cenas!
Sistema de corrida
Como Detectar toques e destruir objetos no jogo
Terreno procedural com blocos para baixo
alguem poderia me ajudar??
[TUTORIAL] Spawn de objetos aleatorios em lugares aleatorios
[TUTORIAL] AI Enemy 2.0 + animações ( Jogos de terror )
alguem sabe um sistema/ideia/tutorial de nicknames/indentificaçao para NETWORK local???
Jogo na Play Store e atualmente tem 40 downloads.
Translate.rotate ( 0, 0, Erro )
[Duvida] Time.TimeScale em jogo multiplayer
Aplicativo Reseta o Banco de Dados - Sqlite
7 erros no script conectar
Audio Player C#
Divulgaçao de Battle of Worlds
Duvida sobre Screenshot e share
Sistema de Buscar o Inimigo Mais Perto
[TUTORIAL] Criar um Array ( lista de objetos )
Casa do CJ Remake unity 2017 + Blender
Fazer um objeto brilhar
criação de terreno realista
Navmesh em mapa gerado aleatoriamente existe?
Linkar Objetos FIlhos!
Seguir um raio no raycast a partir do ponto da tela clicado
Destruir Objetos Filhos
Como fazer um jogo Isometrico com Unity ?
[Duvida] Prefab instanciado não esta indo na direção correta
Sistema De dois Players
Formação de uma equipe pequena
Terreno Procedural
quero instanciar um obj vazio como faço?
[Dúvida] Bugs nos tiros de um jogo 2d
[Dúvida] Cena ficando escura
[RESOLVIDO] Destacar objetos com uma outline
[RESOLVIDO] Algum modo de usar a câmera do android
[RESOLVIDO] Limitar visão em um cenário 2d
Link Torrent Unity 5
Erro CS0118 e CS0131 em script de save.
[____ADMINISTRAÇÃO____] PRECISO DE AJUDA [DICA PARA SER AJUDADO]
[RESOLVIDO]Flip network
Erro em script do Photon Voice
erro de build do jogo
unity ele nao carrega os assets
[____ADMINISTRAÇÃO____] Problemas ao se cadastrar no fórum
[TUTORIAL]fazer os vidros quebrarem!
[RESOLVIDO]Animação importada do 3d Max muda de lugar na Unity
[TUTORIAL] Derrubar arvores e dropar madeiras dela
Hoje à(s) 9:17 pm
Hoje à(s) 9:04 pm
Hoje à(s) 8:06 pm
Hoje à(s) 8:05 pm
Hoje à(s) 5:48 pm
Hoje à(s) 5:27 pm
Hoje à(s) 4:26 pm
Hoje à(s) 3:08 pm
Hoje à(s) 1:44 pm
Hoje à(s) 12:52 pm
Hoje à(s) 10:38 am
Hoje à(s) 10:36 am
Hoje à(s) 10:07 am
Hoje à(s) 9:44 am
Hoje à(s) 6:53 am
Hoje à(s) 12:53 am
Ontem à(s) 9:14 pm
Ontem à(s) 9:00 pm
Ontem à(s) 8:42 pm
Ontem à(s) 8:35 pm
Ontem à(s) 8:17 pm
Ontem à(s) 7:23 pm
Ontem à(s) 7:05 pm
Ontem à(s) 6:36 pm
Ontem à(s) 6:06 pm
Ontem à(s) 5:59 pm
Ontem à(s) 5:41 pm
Ontem à(s) 5:08 pm
Ontem à(s) 4:57 pm
Ontem à(s) 4:11 pm
Ontem à(s) 4:04 pm
Ontem à(s) 3:29 pm
Ontem à(s) 2:44 pm
Ontem à(s) 1:59 pm
Ontem à(s) 1:42 pm
Ontem à(s) 1:37 pm
Ontem à(s) 1:21 pm
Ontem à(s) 1:18 pm
Ontem à(s) 12:44 pm
Ontem à(s) 11:25 am
Ontem à(s) 10:03 am
Ontem à(s) 9:19 am
Ontem à(s) 9:19 am
Ontem à(s) 9:09 am
Ontem à(s) 8:23 am
Ontem à(s) 1:39 am
Ontem à(s) 11:57 pm
Ontem à(s) 11:30 pm
Sab Out 14, 2017 7:07 pm
Sab Out 14, 2017 6:01 pm
Sab Out 14, 2017 5:55 pm
Sab Out 14, 2017 4:25 pm
Sab Out 14, 2017 12:50 pm
Sab Out 14, 2017 12:46 pm
Sex Out 13, 2017 11:58 pm
Sex Out 13, 2017 11:05 pm
Sex Out 13, 2017 9:21 pm
Sex Out 13, 2017 9:20 pm
Sex Out 13, 2017 8:27 pm
Sex Out 13, 2017 5:45 pm
Sex Out 13, 2017 5:37 pm
Sex Out 13, 2017 3:31 pm
Sex Out 13, 2017 2:59 pm
Sex Out 13, 2017 2:02 pm
Sex Out 13, 2017 11:17 am
Sex Out 13, 2017 9:27 am
Sex Out 13, 2017 2:17 am
Qui Out 12, 2017 11:57 pm
Qui Out 12, 2017 11:26 pm
Qui Out 12, 2017 11:23 pm
Qui Out 12, 2017 8:32 pm
Qui Out 12, 2017 7:23 pm
Qui Out 12, 2017 2:58 pm
Qui Out 12, 2017 12:51 pm
Qui Out 12, 2017 11:58 am
Qui Out 12, 2017 6:49 am
Qua Out 11, 2017 11:37 pm
Qua Out 11, 2017 10:01 pm
Qua Out 11, 2017 3:52 pm
Qua Out 11, 2017 12:45 pm
Qua Out 11, 2017 12:42 pm
Qua Out 11, 2017 8:38 am
Qua Out 11, 2017 12:31 am
Ter Out 10, 2017 11:43 pm
Ter Out 10, 2017 11:42 pm
Ter Out 10, 2017 11:39 pm
Ter Out 10, 2017 11:31 pm
Ter Out 10, 2017 11:29 pm
Ter Out 10, 2017 11:24 pm
Ter Out 10, 2017 11:12 pm
Ter Out 10, 2017 11:10 pm
Ter Out 10, 2017 11:06 pm
Ter Out 10, 2017 10:37 pm
Ter Out 10, 2017 9:06 pm
Ter Out 10, 2017 7:56 pm
Ter Out 10, 2017 7:42 pm
Ter Out 10, 2017 6:11 pm
Ter Out 10, 2017 11:03 am
Ter Out 10, 2017 10:24 am
MRX
ScorpionG4mer
ScorpionG4mer
ScorpionG4mer
Fagner
Unidade3d5
richerd
Matrirxp
Phph09
Callyde Jr
colosso16
colosso16
Encracker
Joao07
Callyde Jr
EvertonSantos
Fagner
EvertonSantos
Ghosthy
felipehobs1
Weslley
MRX
Callyde Jr
Callyde Jr
Duarte
glauco
luis gustavo
Encracker
thales.ulisses
heliab125
marcelinodns
luis gustavo
Duarte
CodeZone
contaska
contaska
MRX
dstaroski
thales.ulisses
Weslley
dimmuo
dstaroski
glauco
dstaroski
Phph09
eusouoglaydson
Weslley
Fagner
alxgames
Fagner
Fagner
MRX
Callyde Jr
Callyde Jr
TrevorCrazy
luizmauro123
Madness
natanael.olimpio
glauco
luiz12345
Fagner
Felipe Costa
Phph09
ubroly
PatifeCraft
dstaroski
Dom3000
raulframos
fecirineu
fecirineu
MateusWTP
Phph09
PatifeCraft
luizmauro123
Duarte
Phph09
dimmuo
EvertonSantos
BRGC
Callyde Jr
fecirineu
PatifeCraft
Dom3000
PauloFR
PauloFR
PauloFR
PauloFR
PauloFR
TylerDurden
PauloFR
PauloFR
PauloFR
PatifeCraft
felipehobs1
ryan55br
MarcosSchultz
fabriciorsz34
Claudio Ferreira
PatifeCraft

-[COMO RESOLVO ESTE ERRO DO SCRIPT??]-

Ver o tópico anterior Ver o tópico seguinte Ir em baixo

DÚVIDA -[COMO RESOLVO ESTE ERRO DO SCRIPT??]-

Mensagem por MrTFGamer1 em Sab Jun 17, 2017 5:43 pm

Boa tarde!, Como resolvo este erro desse script??
Grato, MrTFGamer Smile



Código:
using UnityEngine;
using System.Collections;
 
/// <summary>
/// Implements a Day/Night cycle relative to the game world, with a World-Time clock, and optional Direcitonal Light control.
/// </summary>
/// <!--
/// Version 0.0.1.0 (beta)
/// By Reed Kimble
/// Last Revision 5/19/2011
/// -->
/// <remarks>
/// Add this script to a new GameObject to create a Day/Night cycle for the scene. The day/night cycle effect is achieved by modifying the
/// scene ambient light color, fog color, and skybox material.  The script will also rotate, fade, and enable/disable a directional
/// light if one is attached to the same GameObject as the DayNightController script.  The length of a complete day (in seconds) and the number of
/// hours per day are modifiable in the script fields and allow calculation of the World-time hour-of-day.  Each 'phase' of the day is considered
/// to be 1/4 of the dayCycleLength.
///
/// Note that the script will rotate the GameObject transform it is attached to, even if no directional light is attached. You will probably want to
/// use a dedicated GameObject for this script and any attached directional light.
///
/// The GameObject with this script should be placed roughly in the center of your scene, with a height of about 2/3 the length (or width) of the terrain.
/// If that GameObject has a light, it should be a directional light pointed straight down (x:90, y:0, z:0).  This light will then be rotated around its
/// x-axis (relative to the scene; eg. as if you used the rotation tool locked on the green x axis) and will reach its horizontal peeks during the
/// end of dusk and beginning of dawn, turning off during the night (upside-down rotation).
///
/// The reset command will attempt to use the default skybox assets DawnDusk, Sunny2, and StarryNight if that package has been imported.  The
/// command will also choose acceptable color values and set the day cycle to two minutes. It is suggested that the directional light be a light-
/// yellow or peach in color with a roughly 0.33f intensity.  The script will not set any default values for the light, if one exists, so the light
/// must be configured manually.
/// </remarks>
public class DayNightController : MonoBehaviour
{
    /// <summary>
    /// The number of real-world seconds in one game day.
    /// </summary>
    public float dayCycleLength;
 
    /// <summary>
    /// The current time within the day cycle. Modify to change the World Time.
    /// </summary>
    public float currentCycleTime;
 
    //Would be the amount of time the sky takes to transition if UpdateSkybox were used.
    //public float skyTransitionTime;
 
    /// <summary>
    /// The current 'phase' of the day; Dawn, Day, Dusk, or Night
    /// </summary>
    public DayPhase currentPhase;
 
    /// <summary>
    /// The number of hours per day used in the WorldHour time calculation.
    /// </summary>
    public float hoursPerDay;
 
    /// <summary>
    /// Dawn occurs at currentCycleTime = 0.0f, so this offsets the WorldHour time to make
    /// dawn occur at a specified hour. A value of 3 results in a 5am dawn for a 24 hour world clock.
    /// </summary>
    public float dawnTimeOffset;
 
    /// <summary>
    /// The calculated hour of the day, based on the hoursPerDay setting. Do not set this value.
    /// Change the time of day by calculating and setting the currentCycleTime.
    /// </summary>
    public int worldTimeHour;
 
    /// <summary>
    /// The scene ambient color used for full daylight.
    /// </summary>
    public Color fullLight;
 
    /// <summary>
    /// The scene ambient color used for full night.
    /// </summary>
    public Color fullDark;
 
    /// <summary>
    /// The scene skybox material to use at dawn and dusk.
    /// </summary>
    public Material dawnDuskSkybox;
 
    /// <summary>
    /// The scene fog color to use at dawn and dusk.
    /// </summary>
    public Color dawnDuskFog;
 
    /// <summary>
    /// The scene skybox material to use during the day.
    /// </summary>
    public Material daySkybox;
 
    /// <summary>
    /// The scene fog color to use during the day.
    /// </summary>
    public Color dayFog;
 
    /// <summary>
    /// The scene skybox material to use at night.
    /// </summary>
    public Material nightSkybox;
 
    /// <summary>
    /// The scene fog color to use at night.
    /// </summary>
    public Color nightFog;
 
    /// <summary>
    /// The calculated time at which dawn occurs based on 1/4 of dayCycleLength.
    /// </summary>
    private float dawnTime;
 
    /// <summary>
    /// The calculated time at which day occurs based on 1/4 of dayCycleLength.
    /// </summary>
    private float dayTime;
 
    /// <summary>
    /// The calculated time at which dusk occurs based on 1/4 of dayCycleLength.
    /// </summary>
    private float duskTime;
 
    /// <summary>
    /// The calculated time at which night occurs based on 1/4 of dayCycleLength.
    /// </summary>
    private float nightTime;
 
    /// <summary>
    /// One quarter the value of dayCycleLength.
    /// </summary>
    private float quarterDay;
 
    //Would be the amount of time remaining in the skybox transition if UpdateSkybox were used.
    //private float remainingTransition;
 
    /// <summary>
    /// The specified intensity of the directional light, if one exists. This value will be
    /// faded to 0 during dusk, and faded from 0 back to this value during dawn.
    /// </summary>
    private float lightIntensity;
 
    /// <summary>
    /// Initializes working variables and performs starting calculations.
    /// </summary>
    void Initialize()
    {
        //remainingTransition = skyTransitionTime; //Would indicate that the game should start with an active transition, if UpdateSkybox were used.
        quarterDay = dayCycleLength * 0.25f;
        dawnTime = 0.0f;
        dayTime = dawnTime + quarterDay;
        duskTime = dayTime + quarterDay;
        nightTime = duskTime + quarterDay;
        if (light != null)
        { lightIntensity = light.intensity; }
    }
 
    /// <summary>
    /// Sets the script control fields to reasonable default values for an acceptable day/night cycle effect.
    /// </summary>
    void Reset()
    {
        dayCycleLength = 120.0f;
        //skyTransitionTime = 3.0f; //would be set if UpdateSkybox were used.
        hoursPerDay = 24.0f;
        dawnTimeOffset = 3.0f;
        fullDark = new Color(32.0f / 255.0f, 28.0f / 255.0f, 46.0f / 255.0f);
        fullLight = new Color(253.0f / 255.0f, 248.0f / 255.0f, 223.0f / 255.0f);
        dawnDuskFog = new Color(133.0f / 255.0f, 124.0f / 255.0f, 102.0f / 255.0f);
        dayFog = new Color(180.0f / 255.0f, 208.0f / 255.0f, 209.0f / 255.0f);
        nightFog = new Color(12.0f / 255.0f, 15.0f / 255.0f, 91.0f / 255.0f);
        Skybox[] skyboxes = AssetBundle.FindObjectsOfTypeIncludingAssets(typeof(Skybox)) as Skybox[];
        foreach (Skybox box in skyboxes)
        {
            if (box.name == "DawnDusk Skybox")
            { dawnDuskSkybox = box.material; }
            else if (box.name == "StarryNight Skybox")
            { nightSkybox = box.material; }
            else if (box.name == "Sunny2 Skybox")
            { daySkybox = box.material; }
        }
    }
 
    // Use this for initialization
    void Start()
    {
        Initialize();
    }
 
    // Update is called once per frame
    void Update()
    {
        // Rudementary phase-check algorithm:
        if (currentCycleTime > nightTime && currentPhase == DayPhase.Dusk)
        {
            SetNight();
        }
        else if (currentCycleTime > duskTime && currentPhase == DayPhase.Day)
        {
            SetDusk();
        }
        else if (currentCycleTime > dayTime && currentPhase == DayPhase.Dawn)
        {
            SetDay();
        }
        else if (currentCycleTime > dawnTime && currentCycleTime < dayTime && currentPhase == DayPhase.Night)
        {
            SetDawn();
        }
 
        // Perform standard updates:
        UpdateWorldTime();
        UpdateDaylight();
        UpdateFog();
        //UpdateSkybox(); //would be called if UpdateSkybox were used.
 
        // Update the current cycle time:
        currentCycleTime += Time.deltaTime;
        currentCycleTime = currentCycleTime % dayCycleLength;
    }
 
    /// <summary>
    /// Sets the currentPhase to Dawn, turning on the directional light, if any.
    /// </summary>
    public void SetDawn()
    {
        RenderSettings.skybox = dawnDuskSkybox; //would be commented out or removed if UpdateSkybox were used.
        //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
        if (light != null)
        { light.enabled = true; }
        currentPhase = DayPhase.Dawn;
    }
 
    /// <summary>
    /// Sets the currentPhase to Day, ensuring full day color ambient light, and full
    /// directional light intensity, if any.
    /// </summary>
    public void SetDay()
    {
        RenderSettings.skybox = daySkybox; //would be commented out or removed if UpdateSkybox were used.
        //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
        RenderSettings.ambientLight = fullLight;
        if (light != null)
        { light.intensity = lightIntensity; }
        currentPhase = DayPhase.Day;
    }
 
    /// <summary>
    /// Sets the currentPhase to Dusk.
    /// </summary>
    public void SetDusk()
    {
        RenderSettings.skybox = dawnDuskSkybox; //would be commented out or removed if UpdateSkybox were used.
        //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
        currentPhase = DayPhase.Dusk;
    }
 
    /// <summary>
    /// Sets the currentPhase to Night, ensuring full night color ambient light, and
    /// turning off the directional light, if any.
    /// </summary>
    public void SetNight()
    {
        RenderSettings.skybox = nightSkybox; //would be commented out or removed if UpdateSkybox were used.
        //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
        RenderSettings.ambientLight = fullDark;
        if (light != null)
        { light.enabled = false; }
        currentPhase = DayPhase.Night;
    }
 
    /// <summary>
    /// If the currentPhase is dawn or dusk, this method adjusts the ambient light color and direcitonal
    /// light intensity (if any) to a percentage of full dark or full light as appropriate. Regardless
    /// of currentPhase, the method also rotates the transform of this component, thereby rotating the
    /// directional light, if any.
    /// </summary>
    private void UpdateDaylight()
    {
        if (currentPhase == DayPhase.Dawn)
        {
            float relativeTime = currentCycleTime - dawnTime;
            RenderSettings.ambientLight = Color.Lerp(fullDark, fullLight, relativeTime / quarterDay);
            if (light != null)
            { light.intensity = lightIntensity * (relativeTime / quarterDay); }
        }
        else if (currentPhase == DayPhase.Dusk)
        {
            float relativeTime = currentCycleTime - duskTime;
            RenderSettings.ambientLight = Color.Lerp(fullLight, fullDark, relativeTime / quarterDay);
            if (light != null)
            { light.intensity = lightIntensity * ((quarterDay - relativeTime) / quarterDay); }
        }
 
        transform.Rotate(Vector3.up * ((Time.deltaTime / dayCycleLength) * 360.0f), Space.Self);
  }
 
    /// <summary>
    /// Interpolates the fog color between the specified phase colors during each phase's transition.
    /// eg. From DawnDusk to Day, Day to DawnDusk, DawnDusk to Night, and Night to DawnDusk
    /// </summary>
    private void UpdateFog()
    {
        if (currentPhase == DayPhase.Dawn)
        {
            float relativeTime = currentCycleTime - dawnTime;
            RenderSettings.fogColor = Color.Lerp(dawnDuskFog, dayFog, relativeTime / quarterDay);
        }
        else if (currentPhase == DayPhase.Day)
        {
            float relativeTime = currentCycleTime - dayTime;
            RenderSettings.fogColor = Color.Lerp(dayFog, dawnDuskFog, relativeTime / quarterDay);
        }
        else if (currentPhase == DayPhase.Dusk)
        {
            float relativeTime = currentCycleTime - duskTime;
            RenderSettings.fogColor = Color.Lerp(dawnDuskFog, nightFog, relativeTime / quarterDay);
        }
        else if (currentPhase == DayPhase.Night)
        {
            float relativeTime = currentCycleTime - nightTime;
            RenderSettings.fogColor = Color.Lerp(nightFog, dawnDuskFog, relativeTime / quarterDay);
        }
    }
 
    //Not yet implemented, but would be nice to allow a smoother transition of the Skybox material.
    //private void UpdateSkybox()
    //{
    //    if (remainingTransition > 0.0f)
    //    {
    //        if (currentPhase == DayCycle.Dawn)
    //        {
    //            http://RenderSettings.skybox.Lerp(dawnDuskSkybox, nightSkybox, remainingTransition / skyTransitionTime);
    //        }
    //        if (currentPhase == DayCycle.Day)
    //        {
 
    //        }
    //        if (currentPhase == DayCycle.Dusk)
    //        {
 
    //        }
    //        if (currentPhase == DayCycle.Night)
    //        {
 
    //        }
    //        remainingTransition -= Time.deltaTime;
    //    }
    //}
 
    /// <summary>
    /// Updates the World-time hour based on the current time of day.
    /// </summary>
    private void UpdateWorldTime()
    {
        worldTimeHour = (int)((Mathf.Ceil((currentCycleTime / dayCycleLength) * hoursPerDay) + dawnTimeOffset) % hoursPerDay) + 1;
    }
 
    public enum DayPhase
    {
        Night = 0,
        Dawn = 1,
        Day = 2,
        Dusk = 3
    }
}
avatar
MrTFGamer1
Desenvolvedor

Masculino PONTOS : 658
REPUTAÇÃO : 14
Idade : 16
Áreas de atuação : Adobe Premiere CS6
Adobe After Effects CS6
Unity
Modelagem
Design Gráfico
Programação [Iniciante]
Et
Respeito as regras :

Ver perfil do usuário http://facebook.com/carsinfixabrazil

Voltar ao Topo Ir em baixo

DÚVIDA Re: -[COMO RESOLVO ESTE ERRO DO SCRIPT??]-

Mensagem por g em Sab Jun 17, 2017 6:57 pm

O nome do script tem q ser o mesmo que a 
public class 


Esse nome aqui > DayNightController
avatar
g
Membro
Membro

Masculino PONTOS : 257
REPUTAÇÃO : 10
Áreas de atuação : Iniciante em C#, Modelagem,Qualquer coisa
Respeito as regras :

Ver perfil do usuário

Voltar ao Topo Ir em baixo

Ver o tópico anterior Ver o tópico seguinte Voltar ao Topo

- Tópicos similares

 
Permissão deste fórum:
Você não pode responder aos tópicos neste fórum