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Sorry to revive this old thread, but DoText is now protected. Is there any workaround to this? Should we create a new class inherited from GUI?
I found this the function EditorGUIUtility.RenderGameViewCameras which I believe has something to do with the camera inside window feature, but...
I didn't found anywhere this information all together, and as a beginner it was helpful to me to get a better overview of Unity3D workflow. These...
Yeah, workarounds are no problem, but my question was if developers are aware of the situation. But thanks for the alternatives! I personally use...
As Zerot told me: <Zerot> multidimensional arrays will not be serialized properly <Zerot> limit of unity <Zerot> you have to use a single...
I found out a more elegant way: EditorApplication.playmodeStateChanged Add your functions to this delegate to get a callback whenever the...
Hi Eric, I was reading a little about immutable structs, so what you said means that: Vector3 myVect = new Vector3(1,1,1); Is kinda the same as:...
Being relatively new to Unity and UnityGUI scripting, I was wondering how do these commercial assets do some stuff. Thanks in advance! A....
Thanks for the advice! I've updated the original post with my results. Is there any way to test the memory? I know if we create 99999 new Vector3...
Interesting finding! My score: V3+V3 d:00.024 x+x,y+y,z+z d:00.012 V3*scale d:00.022 x*scale,y*scale,z*scale d:00.012 My setup: [IMG]
Does creating a new Vector3 in a loop affects performance? How is C# or the compiler handling it? For example, if I have to instantiate objects...
I gave up. Seems like everything is lost after quitting Play Mode. For example, if I create an EditorWindow using the common code (found in the...
Thanks!
Besides checking each frame for changes in Application.isPlaying.. is there other way to get informed (maybe a delegate?) when my application...
I tried with a static class: using UnityEngine; using System.Collections; public class TestObject : MonoBehaviour { static public string test =...
More progress thanks to user Zerot at #Unity3D (Freenode): So that solves the problem with the array being set to null, but I'm still struggling...
I'm making some progress. Seems like although Debug.Log prints null for LevelMap, it can still be accessed (!). I set a breakpoint on the function...
Yes it derives from a ScriptableObject. No, it isn't assiged to a GameObject. From the documentation: So I guess I'm doing the right thing....
I added a trace to the OnDestroy function of my ScriptableObject and yes, it is being destroyed when I press Play. void OnDestroy() {...
Hi and thanks for your answer! I tried adding these lines: EditorUtility.SetDirty(window); EditorUtility.SetDirty(window.map); To the Init...