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Sorta found it myself.... ColorMaterial was what I was looking for :)
I know in DX7/8/9 how to get the lighting calc to mult in the Vertex color, so that you get _both_. It's a pretty basic sorta thing to want....
Trying to get Undo working in our tools... and I just plain crash when I use the full-scene save (and it's a giant project, so submitting it as a...
Funny, I saw exactly the same article :) Doesn't help... though, it seems to say that Lists are serializable in Net 3.0... Unity is using Mono...
No... that's a guy talking about using Serialization. I understand it :) I have written more serialization code, for more languages than I can...
Oh, no... no issue there.. All in the same place, 2 files make up the 'basis' for this issue, ignore other derivants, side tools, etc...
That's just example code (typo-filled as it is!)... The real code is the basis for a very large system, 10k+ lines of code. Tools, etc....
Turns out this bug is still getting me... DAMN. But I think I know the reason... If I boot my scene, my code runs, creates the derived...
Last night I went home (I take my work Macbook home with me often), and after moving from 'X = Y as X', to 'X = (X)Y', the bug went away. Fun. I...
X = (xtype)Y; and X = Y as xtype; are almost the same... super-extra close in C#, actually... ? Also, notice in both functions:...
I'll try to be brief, but as of now... I am just _very_ confused... and anyone that reads this and has advice, I'd love to hear it....
We use GUILayout for lots of stuff. With it, you can pass in things such as GUILayout.Width, etc... why not just add another one called...
I _think_ I just got it... Not 100% sure what I was missing before... every decl in the code related to my Utility is now Public, and it seems...
I wasn't really sure it _is_ a bug. I could just as easily be missing something, as it really feels like what I am trying to do should be...
That seems to indicate you'd generate and then save the data... no editing in the middle. I am talking about real-time interactivity... those...
As an example... your Path system in Unity3D... If you wanted to pre-create paths, maybe to build a human-audited set of long-distance paths...
Well, yes it explains _some_ of it. And is extremely disheartening. Some of my attempts create code that survives a code-change; something...
I have a fairly robust system I am working on... There are objects which might be considered 'normal' for Unity3D (MonoBehaviours with Editors and...
So, I'm a guy that along with an entire company, is looking at using Unity for a very large project (can't say more yet...), so I have some...