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Thanks, it works now :)
Anyone?
Ok, so now I want do do the following: From the script component we just added I want to call a specific method....
It worked, thank you so much Superpig :)
Currently not at my workstation, but here is how the code looks with all the extra's: public class MyScript: MonoBehaviour { public string...
hmm... I tried this (in c#), but I get an error: "MyScript.MyType' is a `field' but a `type' was expected" Here is my current code:...
Hey everyone! So here is what I want to do. The game has 2 different camera's, both camera's render the world and the first one renders it...
Thx Superpig :)
He pezz, thanks for the quick reply. I don't want to get a component. I want to add a component that is a "public script variable" in my script....
Hey everyone, I need to know how to have a public "script" variable that I can add as a component later on. Here is why: -People need to be...
Well, it doesn't exist when I call it, so I don't know how to call it correctly from an Inspector script. I'm new to the editor scripting :)
He everyone, I'm currently working on a custom inspector for a script that generates a couple of meshes in the scene. Now what I would like is...
OMG THANK YOU TWIKK!!!!! Everything is now only 1 draw call in my game :).
Thanks everyone for responding. Here is the package: bit.ly/J3EwXr You can load it into a new project and then launch scene. This might be a...
It's activated :(
Hmm.... something really strange going on here. In another project it is batching fine....
In the following scene I have 12 of the same objects with the same material. Only 2 poly's per object. Notice how the draw calls are 13 while it...
He everyone, I'm currently looking in to dynamic batching within Unity 3.5. I have multiple object that use the same material "Unlit/Texture"....
Hi, I'm trying to get a texture array using Resources.LoadAll: Texture[] texAr= Resources.LoadAll("Textures/" , typeof(Texture)) as...