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Answer by Raynoko

i have this source code ... public var mat : Material; public var vert : Vector3[]; public var tris : int[]; var normals: Vector3[]; var uv: Vector2[]; function Start(){ vert = new Vector3[5]; tris =...

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Answer by Raynoko

my problem solved one package "Polydraw", when i rewrite one of all skript and aplly to my project. [Polydraw][1] Im trying to create 4 wall with floor. But walls are moveable, and floor must be...

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Answer by Raynoko

Or add simply characetrController, and edit his collider

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Answer by Raynoko

My problem is **solved**. I found in my script, its name is "CurvySpline.cs" some function (public Vector3[] GetApproximation(bool local)), when i can see all points, what this script makes. Then i...

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Answer by Raynoko

I found solution with normalizedTime. Animator.Play(state, layer, normalizedTime);

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Answer by Raynoko

i found solution with thi source code: AnimatorStateInfo currInfo = animator.GetCurrentAnimatorStateInfo(0); Debug.Log(currInfo.normalizedTime);

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Answer by Raynoko

here is solution public Sprite mySprites; public void Start() { GetComponent().sprite = mySprites; }

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Answer by Raynoko

Or just set up `speed = 0f;`, but tjis is something like "pause", or play any empty state like animator.Play("emptyState"), when this state has 0 speed

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Answer by Raynoko

Try choose "Color Tint" in Button Component, when u can set up normal, highlighted, pressed and disabled color. Its very simply, but this works only Unity 4.6, and 5. its new UI system in Unity. Hope...

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Answer by Raynoko

try this: using UnityEngine.UI; transform.GetComponent().material = yourMaterial;

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Answer by Raynoko

try use [SiblingIndex][1] [1]: http://docs.unity3d.com/ScriptReference/Transform.GetSiblingIndex.html

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Answer by Raynoko

i found answer: transform.GetComponent().shadowCastingMode = ShadowCastingMode.Off;

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Answer by Raynoko

u must to inicialize this "var" to string: public var StartLifeMax : String = 10; private var StartLife : String = StartLifeMax; but if u nned this integer, icrement like "int".

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Answer by Raynoko

i solved this problem with this [package][1] [1]: https://www.assetstore.unity3d.com/en/#!/content/29160

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Answer by Raynoko

Try set up "baking light" in Directional light. choose "mixed" or "realtime", hope helpful

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Answer by Raynoko

Try to set up Scale factor in Import Settings, and max polygons per model is 75K polygons max. How much polygons has your model?

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Answer by Raynoko

Try to use `button.onClick.AddListener(() -> MyMethod())` ... and maybe just add cube as collider behind to UI without render component.

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Answer by Raynoko

change **Render Mode** in Canvas component to Screen Space - Camera or World Space. hope helpful

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Answer by Raynoko

I think that, this GO should be smaller, for better working Occlusion Culling, and u can watch controll, if it is correct way for u, when u play game. go behind camera must be hidden, and go in front...

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Answer by Raynoko

Do you have any skybox in scene? and which one version of Unity do you use?

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Answer by Raynoko

Try to create empty GO, and put this script him, and add: DontDestroyOnLoad() then, this empty GO stay always in any one scene, and in this script u can save this value (color, pos, atc.) And then u...

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Answer by Raynoko

i have some problem, because i'm using this function, in void Update, and how can i get, only one call function? not anymore callback void Start() { myselfButton = GetComponent(); } void Update () { if...

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Answer by Raynoko

You shoud use Animator, not Animation component, and then i guess it will works correct! hope helpful.

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Answer by Raynoko

i have excatly same problem? Did u solved this problem?

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Answer by Raynoko

i solved problem : [install emscripten][1] [1]: https://docs.unrealengine.com/latest/INT/Platforms/HTML5/GettingStarted/

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Answer by Raynoko

i solved problem : [install it][1] [1]: https://docs.unrealengine.com/latest/INT/Platforms/HTML5/GettingStarted/

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Answer by Raynoko

Hi, I solved problem when i installed [this][1] [1]: https://docs.unrealengine.com/latest/INT/Platforms/HTML5/GettingStarted/

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