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Never do get component in the OnGUI method because it is called every frame.
Cache it once during start.
I don't quite know your issue, but try...
Maybe you could use vertex colors, it's really simple to set them up when youre creating mesh procedurally. If I remmember you can access them...
Make sure you have plugged everything in the inspector. Could you show us the whole script?
Lets say you have 30 scenes. Call them something like scene1, scene2, scene3 all the way up to scene30 and just call a simple method:
Great tutorial covering this kind of movement: tutorial
Check unity answers: http://answers.unity3d.com/answers/744803/view.html
Hello, you are instantiating the prefabs but never assign them anywhere. I recommend you to use List.
public GameObject instObject;...
If your collider is set to trigger and has a tag, you can use something like this:
void OnTriggerStay(Collider other)
As I said just recalculate relax and popped when rotating.
Firstly you can simplify those lines:
relax = transform.localPosition;...
Just zero out the camera as well as cubes ,make a gap between cubes and set line width to 0.5. Test.
What happens if useWorldSpace is unchecked?
Firstly change texture type to texture or advanced for the field to show up.
Edit: that was quick lol :D
Sprite shader might not work, change to simple diffuse to check it
How about the gameobjects, can they be found? Try to make cube object field public and plug them directly in inspector
Crafty is the software you should look into
Maybe try to set its width and also material.
Change your texture wrap mode from Clamp to Repeat in texture options inspector.
I think the problem is that you set your vectors relaxed and poped only once during start method. When you rotate your object update those vectors...
If you can pm me a package
I dont know what is wrong in your scene, but script works just great. Maybe its the way your sprite is set up.
Or even your scene. How is the...