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Please take a look at the second code fragment from my last post. Data that is used to create instance of a MonsterCollection class (through...
I like your approach - having a Coroutine as a member is a good idea!
Hi Kirienko - glad you like it :) I agree that returning a controller is a better idea, and only the issue mentioned in p. 3 prevented me from...
Andrew - not exactly. Your code would work, if you yielded original enumerator value instead of null (unless MoveNext returns false). But the...
I'm glad you found the code useful :)
Translation of the code posted by KelsoMRK to uJS is quite easy. One difference might be related to uJS convention used in Unity - variable names...
// reading for ( var i : int = 0; i < nodeList.Count; i++ ) { var node = nodeList[i]; Debug.Log(node.Attributes["name"].Value );...
No. You need to change this: if (currentFrame >= frames.Length) { if (Loop == false) stop = true; //else currentFrame = 0;...
Your script will work if you always set currentFrame to 0 inside first 'if' - it should not depend on Loop variable. EDIT: you might also...
Sorry - realized it a moment after I posted. I deleted the answer and will post fixed one in a few minutes.
Quite old thread, but... I have investigated this today, as I saw a question related to object icons at Unity Answers. It is possible to assign...
If you mean standard Coroutine (as an object returned from StartCoroutine), then I don't think you can do this, as there is no way to tell when it...
Hello all, Today, at Unity Answers, Fattie posted a question about detecting if coroutine is still running. I don't know of any method of...
I have the same problem. Windows 7 x64, free Unity 4.2, but in prior versions it was the same. Menu is visible and responsive, but I was unable to...