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The latest questions by username132323232

older | 1 | 2 | (Page 3)

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    After changing even one line of C# code in MonoDevelop, it takes Unity about 10 seconds to recompile my project. I understand that this is probably normal because the project is pretty large at this point. So, my questions are: 1) Is it possible to find which files take most time to compile? 2) Is there a way to speed up the compilation process by making Unity compile only the files that change since the last compile or by any other methods short of buying a new computer?

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  • 01/26/15--10:03: Standalone Frame Rate.
  • When building a PC standalone, is there some place to specify target frame rate? The reason why I'm asking this is because I noticed that while in the Editor, my game's FPS fluctuates between 90 and 130, but in the standalone it's almost exactly 60.

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    Hello. For a 2D game scrolling background, I use a quad with a texture. The texture image is exactly 2048x512. For some reason when the texture is applied to the quad, there is very thin line that I can't get rid off no matter what! Here are the relevant screenshots, but please feel free to request more details if necessary. ![alt text][1] ![alt text][2] [1]: /storage/temp/40436-line-artifact.png [2]: /storage/temp/40437-line-artifact-2.png

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    I'm trying to place several(3 to 5) buttons on a UI panel. They should be located equidistantly, as shown below. The layout should adjust automatically if a small number of buttons are added or deleted. Button width and height should not change. ![alt text][1] I tried different variations of Layout Groups and Elements, but the best I came up is this: ![alt text][2] What am I missing? [1]: /storage/temp/40606-layout.png [2]: /storage/temp/40607-layout-actual.png

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    LZMA compression is great, but slows down development Web Player builds. Is it possible to temporarily turn it off? ![alt text][1] [1]: /storage/temp/40647-lzma.png

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  • 02/15/15--23:05: AddListener to a Toggle.
  • Hello. I would like to attach a listener to checkbox: void Start () { GameObject cb1 = (GameObject)Instantiate(cbPrefab); Toggle t = cb1.GetComponent(); t.onValueChanged.AddListener(() => handleCheckbox(value)); **error here** } void handleCheckbox(bool value) { print("handleCheckbox. value=" + value); } The compile error that I get is: error CS1593: Delegate `UnityEngine.Events.UnityAction' does not take `0' arguments Could somebody help me to fix this? Thanks!

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  • 02/25/15--20:05: Debugging inside web player.
  • My game works fine inside the Editor, but not in Unity web player. The error messages that web player displays are not very helpful: ![alt text][1] Is there a way to get more information about web player exceptions? [1]: /storage/temp/41424-webplayer-debug.png

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  • 03/04/15--12:42: WebGL build gets stuck.
  • To try WebGL build on Unity 5, I created a simple project with a scene that only has a camera. The build doesn't go beyond `"convert and compile scripting files"` Anybody else has this issue?

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  • 05/18/15--21:08: Dialog box positioning.
  • I would like a dialog box to: - take up 30% of the game width - be centered - preserve its aspect ratio Does anyone have an example of how this can be achieved with uGUI regardless of the game dimensions and aspect ratio around 16:9? Thanks!

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    If a game is running on a desktop without a mouse, how can I select and press a button in a dialog box that has two or more buttons? Is there any sample code or an Asset Store plugin that would do that? Thank you.

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    Hello. I'm getting an exc_bad_access exception in iOS when anti-aliasing is turned on. The exception happens in UnityBlitToBackBuffer. Does anybody know how to fix that without turning anti-aliasing off? Thanks.

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  • 07/05/15--16:16: Can't debug an iOS game.
  • Hello. I'm trying to debug a game in iOS. When I attempt to attach the MonoDevelop debugger, it shows "Could not connect to the debugger" message. I use a develop build and the Profiler works fine. So it seems that the iPad communicates well with the desktop. So why the debugger won't connect? ![alt text][1] ![alt text][2] [1]: /storage/temp/49547-attach.png [2]: /storage/temp/49548-error.png

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  • 08/04/15--12:00: Animator Scripting Tutorial.
  • I'm trying to follow this lesson, but I can't locate the assets used in it. Are they available anywhere? http://unity3d.com/learn/tutorials/modules/beginner/animation/animator-scripting

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    Is it possible to delete unneeded presets from the Resolutions selector in the Game View?

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    I'm working on a simple mobile 2D game. Currently there are 20 draw calls. To minimize the draw calls number, I put all the graphics into a Texture Atlas using the Sprite Packer. I expected a reduction down to about 5 draw calls. Surprisingly, I'm **not seeing any decrease in the number of draw calls**. I tried to replicate this scenario in a clean project and everything works as expected. So, this is probably not a Unity bug, but rather something in my original project that is preventing Unity from optimizing the number of draw calls. Any suggestions how to fix that?

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    Is it possible to use an image from a texture atlas in a material? If not, why?

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    I would like to set Particle System TextureSheetAnimationModule.rowIndex. Here's the code based on Unity reference (https://docs.unity3d.com/ScriptReference/ParticleSystem.TextureSheetAnimationModule-rowIndex.html): ParticleSystem ps = particleEffect.GetComponent(); ParticleSystem.TextureSheetAnimationModule tex = ps.textureSheetAnimation; tex.rowIndex = 2; It doesn't work and generates this error: NullReferenceException: Do not create your own module instances, get them from a ParticleSystem instance UnityEngine.ParticleSystem+TextureSheetAnimationModule.set_rowIndex (Int32 value) Am I doing something wrong or is Unity reference out of date? I have Unity 5.5.2f1.

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  • 06/12/18--16:04: Google app signing
  • Has anyone been able to update an existing app on Google Play after enrolling in Google app signing program? I have *private_key.pem* and *upload_cert.der* from Google, but how do I add them to a Unity keystore?
    Please note that my question is not about Android app signing in general (that's very straightforward), but specifically about using the upload key (or certificate) received from Google.

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