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How would I add OS X menu bar functions to a Unity app?
Is it possible to add menu items to the OSX menu bar (file, edit, view, etc) from a plugin within Unity, and if so, where would one look (in terms of documentation or example code) to start on such a...
View ArticleFixedUpdate after Animation - Physics Loop
It seems that the built in animations play after other scripted FixedUpdate loops when 'Animate Physics' is selected - resulting in funny looking behaviour when moving a character in relation to these...
View ArticleModifying Sub-Meshes at Runtime & MeshRenderer
I've been working on creating meshes in code, and ran into a hitch.When modifying the subMeshCount, and then reassigning the corresponding materials on the renderer, very strange things happen if I am...
View ArticleWhat are the properties of a good key hash?
I'm attempting to create a key hash for a custom struct with two integer values, x and y - for use in a hashtable.I only really care about values between -10000 to +10000, and 90% of the time it will...
View ArticleIs it possible to serialize and store custom structs on the iPhone in...
This is the general idea. I'd like to store a bunch of these in a scriptable object without making them classes. Unfortunately it fails to save the data when stored as a struct.I've seen forum threads...
View ArticleCustom Editors for classes that derive from system.object
Is there a way to override Unity's editor / inspector for standard classes deriving from System.Object? It appears to only work on classes deriving from MonoBehaviour.For example, below, I'd like to...
View ArticleStoring data about an asset only in the editor
I'm building a library of scriptable objects, each of which depends on some mesh data.I'd like the ScriptableObjects I'm containing to maintain a reference to their source mesh (for ease of updating in...
View Articlem_CachedPolyRef == -1 -- LogSpam or Error?
I'm changing parentage of objects, while enabling & disabling hierarchies - and unity is throwing this error. m_CachedPolyRef == -1 UnityEngine.GameObject:SetActive(Boolean) I'm not really sure...
View ArticleWhy does deployed ios app crash on a shader that compiles fine in Unity?
Xcode throws a sigabrt at compile time.
View ArticleHow would I add OS X menu bar functions to a Unity app?
Is it possible to add menu items to the OSX menu bar (file, edit, view, etc) from a plugin within Unity, and if so, where would one look (in terms of documentation or example code) to start on such a...
View ArticleFixedUpdate after Animation - Physics Loop
It seems that the built in animations play after other scripted FixedUpdate loops when 'Animate Physics' is selected - resulting in funny looking behaviour when moving a character in relation to these...
View ArticleModifying Sub-Meshes at Runtime & MeshRenderer
I've been working on creating meshes in code, and ran into a hitch.When modifying the subMeshCount, and then reassigning the corresponding materials on the renderer, very strange things happen if I am...
View ArticleWhat are the properties of a good key hash?
I'm attempting to create a key hash for a custom struct with two integer values, x and y - for use in a hashtable.I only really care about values between -10000 to +10000, and 90% of the time it will...
View ArticleIs it possible to serialize and store custom structs on the iPhone in...
This is the general idea. I'd like to store a bunch of these in a scriptable object without making them classes. Unfortunately it fails to save the data when stored as a struct.I've seen forum threads...
View ArticleCustom Editors for classes that derive from system.object
Is there a way to override Unity's editor / inspector for standard classes deriving from System.Object? It appears to only work on classes deriving from MonoBehaviour.For example, below, I'd like to...
View ArticleStoring data about an asset only in the editor
I'm building a library of scriptable objects, each of which depends on some mesh data.I'd like the ScriptableObjects I'm containing to maintain a reference to their source mesh (for ease of updating in...
View Articlem_CachedPolyRef == -1 -- LogSpam or Error?
I'm changing parentage of objects, while enabling & disabling hierarchies - and unity is throwing this error. m_CachedPolyRef == -1 UnityEngine.GameObject:SetActive(Boolean) I'm not really sure...
View ArticleWhy does deployed ios app crash on a shader that compiles fine in Unity?
Xcode throws a sigabrt at compile time.
View Article
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