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Channel: Latest Questions by zenforhire
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any tool to obfuscate source code not assemblies?

Hi All, I see plenty of reference to obfuscating the .NET assemblies. But won't do classes with Monobehavior superclass. Then have to find yet another obfuscator for android builds? Idea is to...

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Textures get larger in Android build

Hi All, We are new to porting to Android. We have Unity Pro and basic Android. We have hit the 50 meg file limit. The textures get larger when compressed? Is there a setting we are missing?...

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Reflection in water is pixelated

Hi All, The reflection in a water plane is pixelated. I've used several assets and they all have same problems. Attached screen capture.![alt text][1] [1]: /storage/temp/41542-pixellatedreflection02.jpg

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Polygons flickering for distant objects

Hi All, Polygons appear to flicker or flash on distant objects. My take is the drawing order messing up? Sometimes it switches between the backside and forward facing polygons. They are different...

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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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player control of child network objects

use case: multiplayer crew that operates stations on the same vehicle. All the stations are nested in a prefab. Each Network Object/Station needs to have the authority of a single Client. Only one...

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maximum connections for windows using UNet multiplayer

Using UNet 2017, I'm unable to connect more than 8 clients concurrently. I set the NetworkManager maxConnections to 25. I tried this on a windows 7 and windows server 2012 with same results. Is this a...

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UNet client is connecting to an unknown Google Cloud Server

My firewall application has detected a connection to a Google Cloud server Destination: 35.241.26.53 Protocol: TCP (6) Port: HTTPS (6) Bitdefender Firewall I have just removed the NetworkManager and...

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Unity Analytics custom event limit for server in multiplayer game.

New to Unity Analytics custom events but saw documentation on "100 events per hour (per instance of your game)." Tracking 95% of events on the server side with an authoritative server. So 25 people in...

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collision contact point (NaN,NaN,NaN)

Getting illegal values for contact point and normal. Point (NaN,NaN,NaN) normal( 0,0,0) Collisions are detected between a cube and capsule. The Ocean surface is represented by a thin cube but large...

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Collision Detection ContactPoint is wrong when Continuous

NOT a paper/bullet problem. gun is nested under the rigidbody ship. gun is above the hull in world space. gun fires the projectile. projectile.myRigidbody.AddRelativeForce(impulseVector,...

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Collision detection continuous bug for nested colliders

This is NOT a bullet/paper problem. A collider sphere is used as a projectile. projectile is 760 m/s. A gun fires it. The gun is nested under a ship with a mesh collider for a hull. On the first frame...

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Unet NetworkId for scene objects NOT spawned

NetworkServer.Spawn() is working and creates a network id. Documentation says scene objects, NOT created at runtime, are disabled and this is what I'm experiencing. It's not clear what code or sequence...

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