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This fixed it: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [self.superview touchesBegan:touches withEvent:event];...
Hi I am using the Pinch and Rotate gestures in iOS to adjust a camera. It was working perfectly until I added a UIView overlay to improve the...
The upgrade decision will mostly based on the feedback I get on Level 1 of my game. http://birdbomb.me
I'm using the Decal/Transparent Diffused shader Unity 3.5.7f6
Thanks for the Reset Help But there is an issue when applying the same logic to skinned: public void Reset () { print ("Skinned Reset");...
I using the SimpleDynamicDecal.cs script to place decals on objects upon a collision. For a long time it worked perfectly. Recently it has...
Hi To speed up Replays I've decided to try resetting the Scene to its start state rather than just reloading. I thought this: public...
Hi I've recently started having a problem with my decals which are dynamically placed on terrain and meshes disappearing. I must have changed...
I can live with it. What about this message: 2013-03-03 22:43:22.684 BirdBomb[5452:907] An instance 0x32a8170 of class...
I'm using the following to create a Single "USER" step iOS Facebook Login It seems to work but has worrisome output which is listed below...
I have the iOS Social Networking Plugin After I have Logged Out of Facebook, when logging in the following message is generated before the...
Never mind, the capsule container was falling off the mesh after the collision and taking the decal with it.
I'm generating decals dynamically and everything seems to be working except after about 3 seconds the decals disappear. Any ideas? I know this...
Thanks!
So, I took your suggestion and I implemented a very simple Skinned Decal example. Here is a link...
How about a mesh cutting example? I can create a current mesh by applying the state of the bones to the sharedMesh. Therefore if I can cut a...
Hi, I've have been looking for example using SkinnedDecals. Can you point me to one? Also, am I correct in assuming it is for use when...
Here is what I did: void Start () { //Set the start location of the bones SkinnedMeshRenderer mf =...
I have a SkinnedMeshRender with a mesh and a single bone. I need to follow a given position on the mesh while it is animated. I assume I...