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Particle looks magenta

I'm following the tutorial but the particles looks magenta. They also look like that in the play mode. How can I fix that? ![alt text][1] ![alt text][2] [1]: http://i.imgur.com/A0LoS.png [2]:...

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Accessing own GameObject

I'm trying to use [SpriteManager][1]. The AddSprite() function asks me to pass a **GameObject** as first parameter, which is the **GameObject** owner of the script that is calling AddSprite(). How can...

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Get all instances of a prefab

I'm aware of **Object.FindObjectsOfType**, but as far as I know, it only finds built-in types (Material, RigidBody, etc). If not, how can I make to find all objects instances of my owm prefab? I'm also...

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Isometric camera with Spritemanager

I followed the answer given [here][1], but I'm facing the problem that when I try to move around my **Character**, it disappears. I tried setting the **Far** setting to a high value (**10000**) and yet...

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Flat transparent shader

I need a shader / material that let me flat paint an object, but using Alpha. This means no lightning is required, just a flat color. I was using **Diffuse**, but seems that it doesn't handle alpha...

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Creating persistent object in Edit mode

As the documentation for **[EditorUtility.IsPersistent][1]** says:> Returns false if the object lives in the scene. Typically this is a game object or component but it could also be a material that...

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Check if folder exists - Unity's way

- We have the **[FileUtil][1]** class that lets you do move, copy, delete operations over files or directories. - We have the **[AssetDatabase][2]** class that lets you create a new folder. - Is there...

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EditorGUI refresh

I have this **text field** on the **OnGUI** function of an **EditorWindow**: trace.print("This should be " + m_mapName); m_mapName = EditorGUILayout.TextField("Map Name", m_mapName); But when I change...

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Intersection point of mouse with ZX plane

I have worldRay = HandleUtility.GUIPointToWorldRay(current.mousePosition); On my **OnSceneGUI** function. How can I get the intersection point of the mouse with the ZX plane? The plane isn't there, it...

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Hollow sphere

Is there any way to create a sphere like the **Collider sphere** in the **editor**? I want to use it to manually adjust params to my object, like *vision range* and *attack range*, which are different....

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Horizontal Line

Is there a way to draw an horizontal line using EditorGUI / EditorGUILayout? ![alt text][1] [1]: http://i.imgur.com/wdwBk.png

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OnSerialize event

Is possible to be told after serialization occurs for objects, in the **Editor**? ---------- I know that **Unity3D** serializes some variables (as described in the [**SerializeField**][1] manual page)....

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Make GameObject not selectable on Editor Mode

I have a **GameObject** that contains a *child* **GameObject** (which has the mesh information). Whenever I select the visible **GameObject**, the *child* is automatically selected, but I want the...

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How to know if a GameObject is a prefab?

I have a a list of objects via [**Resources.FindObjectsOfTypeAll**][1]. I want to know who are **Prefabs** and who are on scene. [1]:...

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Detect when project is saved

Is there a built-in function to know when the user press **CTRL+S** or **File->Save** / **File->Save Project**? I found [a workaround][1] to do it with **C#**, but that's from 1 year ago and...

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Automatically update prefab instance

When you edit a value on a built-in component (for example a **Trail Renderer**), that value is updated automatically on all instances of that prefab. For example, if I have a **Prefab** called...

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Refresh single asset

Basically, I need a **[AssetDatabase.Refresh][1]** but which refresh a single Asset. I'm editing an asset with an EditorWindow component, and to reflect the changes I'm calling...

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Flash export software rendering

I'm having problem with the Flash export function. Seems like in Unity Web Plugin is using Hardware Rendering, but in Flash it is using Software Rendering, making it very slow. I recall reading...

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Thumbnails from assets in an EditorWindow

I was wondering how can I generate **thumbnails** for my **editor** window, like Unity does when **searching**. ![alt text][1] [1]: /storage/temp/6384-2013-01-04_155921.png

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Particle looks magenta

I'm following the tutorial but the particles looks magenta. They also look like that in the play mode. How can I fix that? ![alt text][1] ![alt text][2] [1]: http://i.imgur.com/A0LoS.png [2]:...

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