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  1. Posts
    7
    Eric. Thanks. Using the Sprint/Default shader and setting the sortingLayer information on the VectorLine worked perfectly!


  2. Posts
    446
    I'm using Vectrosity to be able to sketch on screen, but am having troubles getting it to work with a "Second Screen" situation. I'm using the Display.displays[1].SetRenderingResolution(1280,720); mechanism to push some things to a second screen that can't be see on the user's iPad. But I want the user to be able to draw on the iPad, and ALSO be able to see those drawings on the second screen.

    Currently, I can see the drawing on the iPad, but not the seond screen (via airplay). Any tips?

  3. Volunteer Moderator
    Posts
    23,719
    I don't have a way of using Airplay so I'm not sure I can advise effectively, but I would guess maybe SetCamera would be involved?

    --Eric
    SpriteTile: new tile system that works seamlessly with Unity 4.3 sprites
    FlyingText3D: dynamic 3D text with TTF fonts | Vectrosity: fast & easy line drawing
    Nifty utilities! Stitch terrains together - runtime model importing - file browser - fractal landscapes


  4. Posts
    45
    Quote Originally Posted by Eric5h5 View Post
    Redrawing the line once per minute is pretty much nothing, surely? Seeing as how Draw is designed to be called every frame if necessary.

    --Eric
    Oops, did I say minute? I meant second. And it's for mobile, so I guess I'm a little anal when it comes to draw calls. But so far so good, no impact.

    And don't call me Shirley!

  5. Volunteer Moderator
    Posts
    23,719
    Sorry about that...I'll call you Tiffany instead.

    --Eric
    SpriteTile: new tile system that works seamlessly with Unity 4.3 sprites
    FlyingText3D: dynamic 3D text with TTF fonts | Vectrosity: fast & easy line drawing
    Nifty utilities! Stitch terrains together - runtime model importing - file browser - fractal landscapes


  6. Location
    bln
    Posts
    9
    Quote Originally Posted by ichini View Post
    Hi,
    just playing around with Unity 4's Blend Shapes. Wondering if there's a way to make these mesh deforms work with Vectrosity?
    Ok, i've read up a little on Blend Shapes. Since there seems to be no way to get the position of vertices in a deformed mesh, what I'm asking (dynamically 'vectorizing' a deformed mesh) is pretty much ruled out, right?

  7. Volunteer Moderator
    Posts
    23,719
    If you tried BakeMesh and that didn't work, then indeed it wouldn't be possible.

    --Eric
    SpriteTile: new tile system that works seamlessly with Unity 4.3 sprites
    FlyingText3D: dynamic 3D text with TTF fonts | Vectrosity: fast & easy line drawing
    Nifty utilities! Stitch terrains together - runtime model importing - file browser - fractal landscapes


  8. Posts
    14
    We have a game where we want user to draw path for the player so as far as drawing the path is concern, its working perfectly with Vectrosity but drawing the lines with collision is not working properly as collision getting created are not proper. here are couple of screen shots of what type of collision is getting generated. I am using DrawlineTouch demo scene

    Please let me know what I am doing wrongName:  CollisionProblem1.PNG
Views: 73
Size:  1.9 KBName:  CollisionProblem2.PNG
Views: 73
Size:  2.0 KB

  9. Volunteer Moderator
    Posts
    23,719
    I covered that on the previous page actually.

    --Eroc
    SpriteTile: new tile system that works seamlessly with Unity 4.3 sprites
    FlyingText3D: dynamic 3D text with TTF fonts | Vectrosity: fast & easy line drawing
    Nifty utilities! Stitch terrains together - runtime model importing - file browser - fractal landscapes


  10. Posts
    1
    Hi together,

    I have a problem with 2D-lines and their automatically created colliders. If I alter the VectorCamera (orthograhic=true, orthographic size and transform.position) and I call .Draw on a VectorLine, it draws the Line correctly, but the collider of the line is not where it should be. It seems, that the collider ignores the changes on the VectorCamera.

    I hope someone can help me to understand this!
    TIA, Boron

  11. Volunteer Moderator
    Posts
    23,719
    You shouldn't manually alter the VectorCamera's position; it will break Vectrosity.

    --Eric
    SpriteTile: new tile system that works seamlessly with Unity 4.3 sprites
    FlyingText3D: dynamic 3D text with TTF fonts | Vectrosity: fast & easy line drawing
    Nifty utilities! Stitch terrains together - runtime model importing - file browser - fractal landscapes

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