Remove and create colliders at runtime
I am most probably just to stupid to find the answer on my question, but I didnt manage to find it. I am creating an object with collider which creates another object on OnMouseDown. This other object...
View ArticleHow to scale an object along an arbitrary axis in global space?
Hello, I want to scale a model globally. This means that I want to scale it a long a vector in world space. There is only localScale, this means that I have to transform my vector to the objects space...
View ArticleHow to open a windows file open or save dialog without crashing Unity?
I want to open a file dialog on windows to open a file with. This is my current code:var openFileDialog : System.Windows.Forms.OpenFileDialog = new System.Windows.Forms.OpenFileDialog();...
View ArticleDoes parseFloat depend on the OS?
I am currently having some troubles with parseFloat(String). Here is some code to illustrate it:pos.x = parseFloat("1,2345"); pos.x = parseFloat("1.2345");The first one works against everything I found...
View ArticleHow to access the lights properties from within a shader?
I am searching and trying around for about an hour now and am not able to solve it. I am just looking for a way to get the properties (in my case only position/direction and color) of the only light...
View ArticleError: Material doesnt have texture property.
I am trying to change my materials textures and am getting the following error (and a similar one for _LightMap):Material doesn't have a texture property '_MainTex4'...
View ArticleCollision without physical behaviour.
Ive got some quite big object, which uses a box collider. I want to translate and rotate this object including collision detection at a quite high speed. What I do now is, that the object to collide...
View ArticleHow to get the lights positions from within a shader?
I asked this question before for Unity 2.x, but things changed with Unity 3 and I again cant figure out how to acess the lights and I dont want to use a surface shader in this case. I found the uniform...
View ArticleRemove and create colliders at runtime
I am most probably just to stupid to find the answer on my question, but I didnt manage to find it. I am creating an object with collider which creates another object on OnMouseDown. This other object...
View ArticleHow to scale an object along an arbitrary axis in global space?
Hello, I want to scale a model globally. This means that I want to scale it a long a vector in world space. There is only localScale, this means that I have to transform my vector to the objects space...
View ArticleHow to open a windows file open or save dialog without crashing Unity?
I want to open a file dialog on windows to open a file with. This is my current code:var openFileDialog : System.Windows.Forms.OpenFileDialog = new System.Windows.Forms.OpenFileDialog();...
View ArticleDoes parseFloat depend on the OS?
I am currently having some troubles with parseFloat(String). Here is some code to illustrate it:pos.x = parseFloat("1,2345"); pos.x = parseFloat("1.2345");The first one works against everything I found...
View ArticleHow to access the lights properties from within a shader?
I am searching and trying around for about an hour now and am not able to solve it. I am just looking for a way to get the properties (in my case only position/direction and color) of the only light...
View ArticleError: Material doesnt have texture property.
I am trying to change my materials textures and am getting the following error (and a similar one for _LightMap):Material doesn't have a texture property '_MainTex4'...
View ArticleCollision without physical behaviour.
Ive got some quite big object, which uses a box collider. I want to translate and rotate this object including collision detection at a quite high speed. What I do now is, that the object to collide...
View ArticleHow to get the lights positions from within a shader?
I asked this question before for Unity 2.x, but things changed with Unity 3 and I again cant figure out how to acess the lights and I dont want to use a surface shader in this case. I found the uniform...
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