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Updated code: #pragma strict import System.IO; var onHoverImage : Texture; var onClickImage : Texture; var iconQuad : GameObject; var hoverColor...
I feel your pain. Did you find a direct fix? Inquiring minds would like to know
Here is the OnMouseDown() function in its entirety: function OnMouseDown() { var instanceArray : GameObject[]; var arrayIndex : int = 0;...
I get this error after Clicking on an object in the game. I have no idea what this error means. Any help? NullReferenceException: Object...
I thought I had was making progress in my understanding of Unity Script, but apparently I was wrong in that assumption. I am attempting to...
Line 59 of this code.
I am attempting to reference/instance a game object when OnMouseDown conditions are met. The following code is the general idea of what I'm...
So this sort of worked. But it only rendered a line to the first child. Also, is there a way to disable the line? Or would I need to destroy it...
Ah, sorry, I didn't explain my intentions well enough. I am trying to draw a line between the Parent and multiple children (like a network...
something along these lines? function OnMouseDown() { //var i : int = 0; var parentPos : Vector3 = gameObject.transform.position; for...
Is there not a way to draw from a given .position to another .position?
I would like to draw a line between to GameObjects: A parent and it's child(ren). I learned in another thread that LineRenderer.SetPosition is...
Yay! got it to work. Next stage is to visually connect my child notes back to my parent node and figure out how I want the menu items to look....
It seems like I need to find a way to grab the gameObject attached to the Transform during the for each loop, then use setActive() on that game...
Now I need a way to enable the child transforms/objects of the node this script is on. See the for each loop at the end. I've done research but I...
A little tweaking got this working. Moved the logic under the the OnMouseDown() call. Simply added a toggle and such to help control the overall...
No change. It isn't really this hard to determine if I clicked the object the script is attached to is it? Am I perhaps going about this the...
so I did some research and some testing and I came across hit.transform. I modified the example given in the documentation to do my tests, but...
Think I should use raycasts to verify if I clicked on the object/transform? or is there a way that shows more finesse ?
Last question of the night. I am attempting to use the for each loop to unhide/enable child transforms. I've tried a couple of different things...