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Different mesh draw call count for test and production scene

Hi All, Mesh assets were created to use an texture atlas. All use the same material. In a test scene, all the assets use one draw call or less. When used in game as collection of board hexes, some use...

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GetComponent started returning nulls

Hi All, Isololated problem to GetComponent returning nulls. Pulled code fragment from production and made a test case: // Use this for initialization void Start () { FishModel.Type fishType =...

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Quickly rotating game map causes motion sickness

The player uses a fast moving vehicle that can make really fast tight turns. We have the camera third person. Close to top down perspective. The player is always at center of view. The map rotates when...

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Calculate camera frustum intersection with plane

We have play area composed of hex gameobjects. We only display/load what is visible. Impossible to load large maps at one time. We want to calculate the polygon intersection with the game board plane....

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Terrain has high draw calls

Hi All, Our solution to woods/trees did not scale well with large maps so we are trying terrain engine. We used the height map import with the shape of our lake hex grid. Our maps are basically flat...

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Player Settings file location

An asset import from store cleared out all the Player Settings? Where are these settings so we can Configuration Manage(CM) them?

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light rigidbody pushes aside heavier rigidbody

The lighter rigidbody is mass = 1. The heavier body is 1000. They are both capsule colliders. NO I cannot make any of them kinematic. The light strikes the heavy at 35 knots. The heavy is stationary....

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Does the accelerometer just return relative rotation angles

My app is trying to detect the movement and stopping of a mobile phone. GPS is NOT the solution. Moving the phone around and printing out the acceleration, it appears it has nothing to do with the...

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changing collider size avoids collision detection?

Hi All, I'm trying to use the physics engine to simulate a traveling sound wave. I'm using a sphere collider whose radius grows to match speed of sound. The edge of the sphere is the wave. Every...

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Prefab name in Project does not match Inspector

Hi All, The prefab name in inspector has the name I assigned to a prefab's instance at runtime. When I try to change name in Inspector, it reverts back to name I assigned at runttime. Run time name:...

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FixedUpdate only called during InvokeRepeating script

Hi All, I'm creating new GameObjects from a prefab in an InvokeRepeating script. The GameObject's FixedUpdate gets called in early stage of application. As time goes on, the FixedUpdate only gets...

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Stopping a selected coroutine

Hi All, Trying to stop a selected coroutine of the same method. Is there a stop method to pass in a handle to a thread? public IEnumerator crossFadeThread( AudioSource fadeOut, AudioSource fadeIn,...

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Unable to select instantiated object in hierarchy during play

Hi All, I am creating NGUI Sprites at runtime for contacts on a navigation map. During play, I cannot select them in the hierarchy view. If I pause, I can select them. Not sure if it's an NGUI or Unity...

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Rigidbody should only torque around selected axis

Hi All, Tuning the turning radius of a ship. It flops over and pitches in the first 90 degrees of course change? It slowly rotates around local Z and X axis too. I only want the y axis. I apply forward...

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Instantiate with the prefab's existing Transform

The Instantiate functions require passing in a position and rotation. I want to use the transform that is with the prefab. I'm using a factory pattern to change the look and feel of base prefab at...

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Synchronizing C# event handlers at Start

Hi All, Having issues with synchronizing c# event handlers at Start(). I cannot control the order of Start calls. An event is sent to synch all the event handlers. Some register handlers after the...

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Where does AddRelativeForce apply forces?

Hi All, Does AddRelativeForce apply it's force at the CG or the (0,0,0) of the rigidbody? If it claims it will not produce a torque, it has to be at the CG/CM? A rigidbody is flopping over in turns...

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Any networking examples using physics engine on server?

All examples of networking I've found never use the Unity physics engine. The "server" seems to just relay messages around like Photon. I want one master to run the simulation and update clients with...

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data shared between scenes cannot be used in inspector?

I'm use to binding/drag and drop my Model data to my Views in the inspector. For game state data you can't since the common solution to a Singleton is new GameObject() at runtime. public class MyClass...

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Cannot obfuscate class inherited by MonoBehavior

Hi All, Been trying out apps that claim to obfuscate Unity builds. Latest one would not change class or method names for any class extending MonoBehavior. Author of app claims Unity will break. Anybody...

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