Quantcast
Channel: Answers by "Fran Martin"
Browsing all 18 articles
Browse latest View live

Answer by Fran Martin

Hi, start by attaching the script to a empty gameObject, and put the two cameras as children of this empty gameObject. In the script, declare two variables of type camera. Get the reference to the...

View Article



Answer by Fran Martin

If you want your object (e.g. a player) to fall due to gravity, you need to attach rigidbody and mesh components to the gameobject. To change gravity's value through scripting `Physics.gravity =...

View Article

Answer by Fran Martin

Finally I did it by replacing the class SceneView with the HandleUtility one, which performs perfectly my purpose of extending the editor if (Event.current.type == EventType.MouseUp) { Ray worldRay =...

View Article

Answer by Fran Martin

Try this [Hiding default transform handles][1] [1]: http://forum.unity3d.com/threads/hiding-default-transform-handles.86760/

View Article

Answer by Fran Martin

Probably you'll need an algorithm to divide the room's area in cuadrangular pieces. After this, create planes, resize them and move them. Finaly combine all the planes mesh component in one mesh.

View Article


Answer by Fran Martin

Hello, there is a working example here http://answers.unity3d.com/questions/192895/hideshow-properties-dynamically-in-inspector.html The changes you need in your code: - Add `var i : int = 1;` to...

View Article

Answer by Fran Martin

Hi. Try this. Declare a global variable: `bool playing`, initialize it to false, and modify the event mousedown for calling a second `yield` with the duration of the audio, after the second `yield`,...

View Article

Answer by Fran Martin

Hi. The file should be corrupted. Save the content of the file using an external editor, delete the file and create a new one wiht Unity.

View Article


Answer by Fran Martin

I've got it! Bounds[,] _gridBounds; _gridBounds = new Bounds[(int)_gridN,(int)_gridM]; _gridBounds[i,j] = new Bounds(Vector3.forward,Vector3.forward);

View Article


Answer by Fran Martin

Hi, start by attaching the script to a empty gameObject, and put the two cameras as children of this empty gameObject. In the script, declare two variables of type camera. Get the reference to the...

View Article

Answer by Fran Martin

If you want your object (e.g. a player) to fall due to gravity, you need to attach rigidbody and mesh components to the gameobject. To change gravity's value through scripting `Physics.gravity =...

View Article

Answer by Fran Martin

Finally I did it by replacing the class SceneView with the HandleUtility one, which performs perfectly my purpose of extending the editor if (Event.current.type == EventType.MouseUp) { Ray worldRay =...

View Article

Answer by Fran Martin

Try this [Hiding default transform handles][1] [1]: http://forum.unity3d.com/threads/hiding-default-transform-handles.86760/

View Article


Answer by Fran Martin

Probably you'll need an algorithm to divide the room's area in cuadrangular pieces. After this, create planes, resize them and move them. Finaly combine all the planes mesh component in one mesh.

View Article

Answer by Fran Martin

Hello, there is a working example here http://answers.unity3d.com/questions/192895/hideshow-properties-dynamically-in-inspector.html The changes you need in your code: - Add `var i : int = 1;` to...

View Article


Answer by Fran Martin

Hi. Try this. Declare a global variable: `bool playing`, initialize it to false, and modify the event mousedown for calling a second `yield` with the duration of the audio, after the second `yield`,...

View Article

Answer by Fran Martin

Hi. The file should be corrupted. Save the content of the file using an external editor, delete the file and create a new one wiht Unity.

View Article


Answer by Fran Martin

I've got it! Bounds[,] _gridBounds; _gridBounds = new Bounds[(int)_gridN,(int)_gridM]; _gridBounds[i,j] = new Bounds(Vector3.forward,Vector3.forward);

View Article
Browsing all 18 articles
Browse latest View live




Latest Images