Answer by saldavonschwartz
So it's been a while but here are my two cents so far: First off, my whole asking was cause I'm doing a game / demo of sorts as project to teach myself unity. So obviously, I'm not cloning the game I...
View ArticleAnswer by saldavonschwartz
I ended up coming with an OK solution without Debug.DrawLine which actually persists the VectorLine parameters I'm interested in and rebuild the VectorLine at either runtime or edit time, though it...
View ArticleAnswer by saldavonschwartz
- The jerkiness I solved by doing my position updates in `FixedUpdate()` and by means of `rigidbody.MovePosition()` - The inconsistent collision detection I solved by following Fattie's answer to a...
View ArticleAnswer by saldavonschwartz
I ended up going for this: NotifyPropertyChanged(MethodInfo.GetCurrentMethod().Name.Substring(4)); Still kind of hacky since it relies on knowledge that property accessors are named...
View ArticleAnswer by saldavonschwartz
Based on what I read here: http://forum.unity3d.com/threads/playing-animation-local-to-position-in-unity.53832/ I'm adding another solution to the one proposed by hexagonius. You can add your...
View ArticleAnswer by saldavonschwartz
One way I found around it is by making the parent non-kinematic instead (like it was pointed out, this is not necessary), and translating it via `rigid body.MovePosition()` instead of...
View ArticleAnswer by saldavonschwartz
Pretend this never happened... Basically the problem was that I was starting `killPlayer ` (the coroutine) from `OnTriggerEnter` and the method was firing 3 times (most probably because of the...
View ArticleAnswer by saldavonschwartz
It turns out to get a reference to the final imported object with meshes and everything, you have to get it from `OnPostprocessAllAssets` For instance, in my case I ended up doing: static void...
View ArticleAnswer by saldavonschwartz
Based on @fafase 's suggestions, I ended up going for a resources approach. I'll answer my question here for the sake of completeness (since my original question has not been answered so far). But note...
View ArticleAnswer by saldavonschwartz
I found the issue. Though I'm still not 100% sure why this is so. But it turns out that if using GLES2 and using any post processing / screen space effects from Unity, I have to switch the Cardboard...
View ArticleAnswer by saldavonschwartz
Up to 1080 is fine as far as Unity is concerned. I would even guess that anything that fits in the underlying GPU texture max size is fine (i.e. current cell phones even support 4096 for sure). The two...
View ArticleAnswer by saldavonschwartz
Since there are no replies I'll close this as answered by saying that mobile devices in general are more susceptible to anything that heats them up and fill-rate and multisampling seem to particularly...
View ArticleAnswer by saldavonschwartz
Amateur mistake... I had forgotten the `file://` prefix when specifying paths in Android. scrMedia.Load ("file://" + path);
View ArticleAnswer by saldavonschwartz
@alexander11 As was mentioned in the other answer, parenting is achieved by means of the transforms of objects. If you have `GameObject`'s A and B and `B.transform.parent = A.transform` B is a child of...
View ArticleAnswer by saldavonschwartz
Unity's native "VR Mode" expects the device's tracking to drive the camera, so without emulating that you can't move the camera, track objects via gaze, etc. What I do (since I also target Google...
View ArticleAnswer by saldavonschwartz
So it's been a while but here are my two cents so far: First off, my whole asking was cause I'm doing a game / demo of sorts as project to teach myself unity. So obviously, I'm not cloning the game I...
View ArticleAnswer by saldavonschwartz
I ended up coming with an OK solution without Debug.DrawLine which actually persists the VectorLine parameters I'm interested in and rebuild the VectorLine at either runtime or edit time, though it...
View ArticleAnswer by saldavonschwartz
- The jerkiness I solved by doing my position updates in `FixedUpdate()` and by means of `rigidbody.MovePosition()` - The inconsistent collision detection I solved by following Fattie's answer to a...
View ArticleAnswer by saldavonschwartz
I ended up going for this: NotifyPropertyChanged(MethodInfo.GetCurrentMethod().Name.Substring(4)); Still kind of hacky since it relies on knowledge that property accessors are named...
View ArticleAnswer by saldavonschwartz
Based on what I read here: http://forum.unity3d.com/threads/playing-animation-local-to-position-in-unity.53832/ I'm adding another solution to the one proposed by hexagonius. You can add your...
View Article