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Answer by Loius

texture, material, and uv

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Answer by Loius

aaaaaa why are you not using an array aaaaaa xD var bike : float[] = new float[22]; // room for 22 objects, that is, bike[0] thru bike[21] ... GameObject.Find("109").GetComponent(BikeAvail).bike[j] =...

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Answer by Loius

I can't speak for other managers, but I built [CustomInput][1] specifically because (among other reasons) at the time there was nothing else that allowed changing dead zone or sensitivity in-game. CI...

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Answer by Loius

Re: error on line 31: GUIText: http://docs.unity3d.com/Documentation/ScriptReference/GUIText.html .text is a string, it has no material you want either guiText.material (more likely) or...

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Answer by Loius

Take a look at the other components attached to the object, try removing them one by one. My SkillUpgrade type had a MeshFilter commponent above it in the object. Moving that component to the bottom...

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Answer by Loius

[NGUI][1] or other gui solution. Textured planes. [1]: http://www.tasharen.com/?page_id=140

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Answer by Loius

Shapekeys aren't natively supported because they "aren't" animations. They're a different thing, so that's why they don't show up as animations. When unity says "animation" it means "bone animation"....

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Answer by Loius

Well, Start and Awake are essentially the constructor for MonoBehaviours. Awake runs inline with your code as you instantiate a thing, but Start waits until ... well, later. It's like, just before the...

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Answer by Loius

Rip out an expensive array copy from poke cells: public static void POKECELLS () { foreach (Vector2 vector in cellDict.Keys) { cellDict[vector].pokeYourNeighbors(); } } p.s.: naming conventions are...

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Answer by Loius

can you (and i recall having issues with this but i may have just mistyped it): #if (unity_2 || unity_3 || unity_4) #define is_from_unity #endif #if is_from_unity // u nity-specific stuff here #endif

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Answer by Loius

It is exactly what you thought, but your Ray is defined with its direction as "the position of the player". Directions are (usually) not positions :) You want player.transform.pos - transform.pos for...

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Answer by Loius

can't read that, use the 101-010 button to format code [System.NonSerialized]

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Answer by Loius

Transform[] everything = this.GetComponentsInChildren() should do it edit- if you just need one layer of children: List list = new List (); list.Add(this); foreach(Transform t in this.transform) {...

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Answer by Loius

You can't access variables or functions outside a class. If you need something accessible from anywhere, you want a "static" utility class: public static class Whatever() { public static function...

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Answer by Loius

If you have C#, open monodevelop, right click the variable and 'find references'. If you have JS, use search/find in files.

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Answer by Loius

Do not work in what way? Because objects.Length is the way to do it. If there are any errors they are likely interfering with expected results.

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Answer by Loius

I haven't encountered your specific issue, but I've been coding around the thought that the flow is: {User clicks Play}, then OnDisable, then OnEnable I may be wrong; have you tried Debug.Logs to be...

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Answer by Loius

Unity keeps a log file in %localappdata%/unity something (for editor and runtime both). Why would you want your application to silently terminate, anyway? Whenever that's happened to me I've only...

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Answer by Loius

You need to [SerializeField] or @SerializeField the private variables to keep them the same between edit and play mode. `@SerializeField private var edOpen;` `[SerializeField] private bool edOpen =...

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Answer by Loius

Everything in Resources is included in the build, because that is the purpose of the Resources folders. You'd have to check out your svn files in such a way that the .svn folders are not in a Resources...

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