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Answer by dubbreak

Either simulate shadows (i.e. fake them) or find someone with a credit card. You are asking permission to do something illegal. There is no way any Unity rep is going to say, "Yeah sure, use a cracked...

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Answer by dubbreak

Dave pointed it out, but it has to be that you don't have something assigned to your public bullet field. In the inspector you have to drag an object (with a rigidbody) onto it in the inspector. Clone...

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Answer by dubbreak

You are setting them to equal before you check so they are always going to be equal. In Start() (which happens every time that script is enabled) you are setting the player prefs score to your current...

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Answer by dubbreak

As roberbu pointed out you're creating copy of the object you have that script on. But then that object creates a copy of itself and so on and so on. First question is: what are you trying to do? I.e....

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Answer by dubbreak

[http://blogs.msdn.com/b/jmstall/archive/2006/09/28/createnowindow.aspx][1] [http://stackoverflow.com/questions/739101/launching-process-in-c-sharp-without-distracting-console-window][2] [1]:...

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Answer by dubbreak

Two ways. 1 - The way you are doing it (but hide the window). So each time you want to run a cmd populate a string with the command and run your System.Diagnostics.Process.Start("CMD.exe",cmdText);...

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Answer by dubbreak

The issue is you are trying to read the serial port too often and Readline is a blocking read (synchronous and it doesn't return until it either gets characters or times out in which case it throws a...

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Answer by dubbreak

Unity Answers isn't to get people to write code for you, it's to help you with issues you run across while writing your own code. I'd suggest you take a look at: [How Can I start Learning Unity...

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Answer by dubbreak

Capacity is simply the current capacity of the list before it has to expand again. Count is the right way to get how many items are currently in the list. The framework handles the capacity if you are...

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Answer by dubbreak

Your problem is in your first loop. Each time you loops you are reassigning pcs with the one component from that object. It should be something along the lines of: foreach(GameObject go in obj) //for...

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Answer by dubbreak

In my opinion. No. I don't see a clear relationship. It's not a good use of polymorphism. Using inheritance for the sake of reusing a few methods that might be the same (so you can use polymorphism) is...

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Answer by dubbreak

This might be of help? For my buttons (I use ngui) I have this script added on to them: using UnityEngine; using System.Collections; using System; public class EventButton : MonoBehaviour { public...

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Answer by dubbreak

Here's a bit of a [guide][1] Some googling and searching the forums and answers will give you more answers. Don't be surprised if your question gets down voted as this basically falls under the...

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Answer by dubbreak

**Step 1.** Use c# so you can define events (JS can only subscribe to event IIRC). **Step 2.** Create an event in your bullet class. public class MuhBullet : MonoBehaviour { public string BulletId;...

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Answer by dubbreak

See this question: [Draw calls using same material][1] In short: the sphere has too many vertices to batch regardless of whether they use the same material (if you are using the default sphere it has...

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Answer by dubbreak

Swallow the learning curve and learn C# possible. Why? **1.** There are some things you can do in C# [you can't in Unity Script][1]. **2.** C# is a "real" language you can use outside of Unity. Unity's...

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Answer by dubbreak

As Owen said the first part is syncing the start (like you would anything else non automatic, with some kind of remote call). If you want them to look the same set the seed on the partical system to...

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Answer by dubbreak

I move ngui objects around all the time (most often using itween). It's most likely an issue of the depth being the same as something it's moving over (then you get a weird alpha type effect). Make...

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Answer by dubbreak

Ok, so problem is you can't do exactly what flaviusxvii suggested because you can't index into a keycollection. Of course with linq extension methods you can. Here are two ways: using System.Linq;...

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Answer by dubbreak

Nothing bad about empty game objects from a performance perspective (no draw calls since it doesn't have a renderer and very low mem overhead, plus you have to store it somehow). There are lots of ways...

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