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(1 edit)

Oh yes this is very clear!

 You know what? I just spent hours trying to link other GameObjects to that   Conductor script rrr, so I really know what you mean now aha!

 So now that I succeeding to set a GameObject Active according to the SongPositionInBpm, I still have a little problem.

I have a script which look like this:

if (songPosBeat >= 5)

        { gameObject.SetActive(true); }
        

But the GameObject become active a little ahead of time before songpositioninbeat reach 5.

It's quite noticeable.


 Do you have any idea?


Thank you to spend your time to answer me. I'm so noob sorry.

Hmmm, hard to say without seeing the code. Make sure the variables are all named correctly and see what the values are at activation with Debug.Log. maybe something's slightly off!

you may also find it helpful to look at the code I used for Atomic Beats: https://github.com/billtg/Rhythm-Pattern