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Converting to Legacy Animation Type breaks Animation

I have a model that is "Mecanim Ready", 1 FBX file with the model, and another FBX file with an animation. The animations work fine and I can see the model animated in the preview window. However, I...

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Play ParticleSystem on RayCastHit Object

I have a GameObject with a Particle System component on it (this is an enemy). I have attached a blood Particle Effect to enemy so when I hit the enemy, the blood will show. How can I play the Particle...

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Get a var's value plus X without modifying?

My camera follows (looks at) a GameObject that needs to be at the Player's 0,0,0. However I want the camera to follow 5 units in front of this GameObject. No matter what I've tried, the camera always...

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Loop a function, once per second, X number of times

I need to call a function once per second for X number of times. How can I do this? I can't use an IEnumerator because "yield return new WaitForSeconds(5);" inside of a For Loop exits the For Loop, and...

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transform.position = new Vector 3 NOT moving to correct position?

I'm moving my GameObject via transform.position using this line exactly: *transform.position = new Vector3 (-5.6f, -2.5f, 3f);* Before this line is called, the GameObject is at position (-5.56, -2.35,...

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Cannot rotate GameObject from C# Animator attached

I have tried almost every api call that lets you rotate a gameobject, and this thing will NOT rotate via code, using C#. - It has an animator attached that animates rotation, but the rotation animation...

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Record Animation Clip from changes made with Mesh API?

I'm using the Unity mesh API to move vertices and recalculate normals. Now, I want to release on a platform with strict CPU limitations, and I cannot animate via Mesh API anymore. Is there anyway I can...

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[Editor Scripting] Call Function in other GameObjects Editor Script?

I am scripting in an editor script, both GameObjects A and B have the script. In the Editor Script, I have created gameobject B (from A) by using : GameObject objB = null; (it's populated later) Now, I...

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Editor Scripting: How To Detect a Change in Player Settings

I want to detect when a change is made to player settings. Specifically, when the Unity user makes a change to the Android "Bundle Identifier", I want to call some Editor scripting code. OnValidate()...

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AsyncOperation for SceneManager.LoadSceneAsync doesn't adhere to...

I'm loading levels with: AsyncOperation async = SceneManager.LoadSceneAsync() I've set background loading priority via: Application.backgroundLoadingPriority = ThreadPriority.Low; According to...

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Script To Update Post Process Profile At Runtime [2018 HDRP]

I have manipulated post processing profiles at runtime previously with no problem. Now I'm using: - Unity 2018.4.28f1 - Post Processing Stack v2 3.0.1 - High Definition Render Pipeline (HDRP) 4.10.0...

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Shader: Modify XY Position of Texture

I want to write a shader that renders textures at specific XY locations. Say there are 4 textures assigned to the shader: A, B, C, D ![acbd][1] [1]: https://i.postimg.cc/3rfVf8Wx/abcd.jpg A, B, C, and...

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Shader: 1 Base Texture Overlaid by 1 Transparent Texture.

Trying to write a shader that takes 2 textures. The first is a base layer which only displays RGB data and does not have any transparency. Just a basic diffuse: ![alt text][1] The transparent texture...

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Shader: Mask Without a Texture?

I have a shader working that has a sampler2D for a mask. Black is hidden and white areas are visible: void surf(Input IN, inout SurfaceOutput o) { float2 newuv = TRANSFORM_TEX(IN.uv_ArmUpper,...

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