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ah nothing, it's unrelated I do think. Back when I used to program in cocoa, when detecting "on keydowns" to do something, it would happen as...
out of curiousity, what's your key repeat rate on your system?
slight problem with this. I'm using this: public void pushObjectBackInFrustum(Transform obj) { Vector3 pos =...
O_O That's it? would I also need to add a near and far frustum check? (saying the gameplane happens to parallel with the camera's forward...
so I have an object. it can fly around. But I want to keep him inside the camera's frustum. For keeping him inside the near and far, that was...
I'm sure the answer is out there or been answered before but: I just upgraded to 2.0, and upgraded my project and is bitching about Toon/Basic...
have something like that for safari >_>
correct
here's how I do it in my current project (a shmup): * I have a way points which are just transforms with scripts with variables attached (info...
I'd also check out deviant art. lot of stuff there.
I think it would more than double instantiating time. but I could be wrong.
did those spheres have rigid bodies? The colliders are also triggers. protected virtual void firebackbullets(IcarusBaseObject emitter,...
what graphics card do you have?
just so people can see kind of what I'm talking about, this receives a small hitch (barely noticeable) when spawning 5....
built in.
each time the best I can tell. I can post a demo up later.
unitron has autocomplete? like one that actually works? and as far as I know, SEE doesn't have autocomplete
no, this isn't first screen loading. This is "oh unit dies, now spawn 50 bullets that fire back at him" or "big bad mofo shoots 50 bullets...
yeah, sure beats having a terrain full of swaying cylinders and boxes
So I was playing with different things, and I noticed when I instantiated 50 spheres at once, I'd get a noticable hitch (around 450 ms). Is there...