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Answer by Soviut

Considering how successful many of the Unity games have been on the App Store it seems unlikely that Apple will pull anything rash. After all, their original announcement has more to do with Flash than...

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Answer by Soviut

Using the texture isn't a very good way to do it since any variation in the texture could throw the calculation off.Instead, simply create box colliders between the waypoints that are as wide as the...

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Answer by Soviut

Serialize your data to either JSON or XML and then transfer that in a single "data" field in your POST request to the server. Once you receive this payload on the server, you can either deserialize the...

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Answer by Soviut

You may also want to see my answer about serializing data for a REST interface: http://answers.unity3d.com/questions/173158/whats-the-best-way-to-save-data-to-the-cloud.html

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Answer by Soviut

You need to use **AssetDatabase.GetAssetPath()** and **Directory.Exists()** which is part of the **System.IO** library in C#. At the top of your script include the **System.IO** library: using...

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Answer by Soviut

I agree that an input dialog would be very handy. In the mean time, you may be interested in some of the solutions for doing modal dialogues here:...

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Answer by Soviut

You should now be using [PrefabUtility][1], not EditorUtility for all prefab operations. Not only does it have a method for creating empty prefabs but it also has a method to [create prefabs from...

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Answer by Soviut

My current hack solution is to temporarily create another primitive (plane, cube, whatever) and get the Default-Diffuse material from its sharedMaterial and apply it to my new object. GameObject...

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Answer by Soviut

Unity has a `MissingComponentException` in C# so I would simply throw an exception on Start/Awake/Enable if it's missing: void OnEnable() { if (GetComponent() == null) { throw new...

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Answer by Soviut

I've written, what I hope can be considered the definitive guide to version control in Unity 3D: http://mobile.tutsplus.com/tutorials/game-engine/using-version-control-with-unity3d/ In my case, I'm...

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Answer by Soviut

I figured out that I can get access to the ModelImporter for the FBX file. From there I can access its `clipAnimations` array. The `ModelImporterClipAnimation` objects have `.startFrame` and...

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