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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer by Fran Martin
Try this [Hiding default transform handles][1] [1]: http://forum.unity3d.com/threads/hiding-default-transform-handles.86760/
View ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer by Fran Martin
Try this [Hiding default transform handles][1] [1]: http://forum.unity3d.com/threads/hiding-default-transform-handles.86760/
View ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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 ArticleAnswer 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);
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