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  • ...ion style even in runtime, by just replacing the executor object. This may sound like a small detail, but for me it is important and has been very useful on
    22 KB (2,644 words) - 16:08, 26 March 2012
  • Sound Manager Scripty by Tom Vogt <tom@lemuria.org> the audio clips used as soundtracks should have "3D sound" DISABLED
    4 KB (515 words) - 20:53, 10 January 2012
  • //assign the sound timer vars //the sound object that will hold the audio source (say a cube or something)
    4 KB (525 words) - 20:53, 10 January 2012
  • ...flexible. The few restrictions are in my opinion worth it and structurally sound.
    12 KB (1,458 words) - 20:47, 10 January 2012
  • ...- This is a simple jukebox-style audio manager that lets you load multiple sound clips and have them played/mixed on the fly. The intent was to gradually gr *[[Sound Manager]] - a simple jukebox script with crossfading and event-driven music
    982 B (149 words) - 03:22, 12 November 2018
  • ...cate directly with or keep track of the bumper. Another object can play a sound when it receives notification of a bumper impact. Another object can displ
    18 KB (2,411 words) - 09:00, 3 September 2013
  • ...cate directly with or keep track of the bumper. Another object can play a sound when it receives notification of a bumper impact. Another object can displ
    11 KB (1,489 words) - 20:00, 3 June 2012
  • ... alternate between. This can be used as a siren, for instance, with a good sound effect. Can be put on any game object with a Light component. By SevenBits.
    1 KB (137 words) - 17:17, 24 June 2012
  • audio.mute = false; // Mute the sound, we don't want the player to hear it
    15 KB (2,008 words) - 23:04, 8 January 2016
  • ...s/ 50 Tips for Working with Unity (Best Practices)]. It contains some very sound advice and is well worth the time to read through.
    37 KB (4,587 words) - 00:19, 3 April 2015

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