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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...

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Answer 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...

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Answer 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...

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Answer 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...

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Answer 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...

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Answer 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...

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Answer 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...

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Answer 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...

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Answer 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...

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Answer 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...

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Answer 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...

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Answer 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...

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Answer by saldavonschwartz

Amateur mistake... I had forgotten the `file://` prefix when specifying paths in Android. scrMedia.Load ("file://" + path);

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Answer 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...

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Answer 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...

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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 Article

Answer 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 Article


Answer 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 Article

Answer 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 Article

Answer 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
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