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ok. Now it gets weird!! A c# script "destroys" the gameobject just by accessing the bounds data. Afterwards even the scene keeps destroyed...
bump?
Yes it works. I use Max9 Max2012 with FBX export.
I am moving from 3.5 to 4.3 and besides the "Mismatched serialization in the builtin class 'Mesh" bug, I am experiencing texture viewing problems....
Wow! I don't even have time to read this all..
First of all, I don't like that limitted version of PhysX and I do not understand why they do not expose all the other PhysX functions. I'm...
Well I'm reading speed values from 0.4 to 5.0..
I'm using a ParticleSystem. Is this a known bug, that the velocity is still != 0 when the particle already collided and stopped?
To be honest, but I do not see a reason to create 9 different cameras at all. I would rather simply move the cam around..
Thank you! And yes, it's not java. But as I nomally use c++, I'm not familiar with all these web and database languages :)
Why is there a difference and how to solve this in c#? in Java following is shown in the inspector - even the elements can be edited: class...
Thank you, but i cannot set any of probPosition[] locations. seem to be just for reading.
Is there a way to find out which lightprobe is selected in the Editor via an EditorWindow script? The "Selection" shows always 1 object, no matter...
Same here with OnGUI(). Everything works, but there's this exception..
Yes! Because when "Is Trigger" is set, the object does also not respond to PhysX collisions anymore. So there is no way to check if two...
So this does not work at all?
well, if you think so, you must be right ;)
Well almost. Now let's output something like this: Matrix4x4 m; char str[255]; sprintf(str,...
Thank you!
I'm unable to output something like: sprintf("%+7.5f", 0.5); And I hate to specify the argument number, especially when I want to insert!