Answer by Kiyaku
Well the GUI is slow with too any images on the iPhone.You could use the SpriteManager instead to reduce the number of drawcalls. SpriteManager
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There are currently several threads about this question: InApp PurchaseIf i understand it correctly, it is possible but you still need to write your own plugin for it with Objective C and have to store...
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Maybe try it like this: Instantiate (bulletParticle, new Vector3(playerLocation.transform.position.x, playerLocation.transform.position.y,playerLocation.transform.position.z),...
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Well i think it is not even possible to use more than one MeshRenderer on the same object, same for MeshFilter. And i think i never see more than one mesh applied to a MeshFilter on any model of mine....
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I tried it with a PS3 controller once. I had to:Find a driver so Windows can recognize the PS3 ControllerGo to the GameController Settings in your Windows SystemsettingsCalibrate your controller (it is...
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But can you see the new mesh gets applied in the inspector to your transform?I never really created meshes at runtime but did you try using "m.RecalculateNormals();" instead?
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Switch from "Safe and Slow" to "Fast and no exception", maybe that helps :DDon't know how many objects the iPhone can handle, but it somehow sounds too much to me but i don't know.. i rarely have more...
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You can also set it to a super tiny number like Time.timeScale = 0.0001f; so it wont really move but you still can use time related functions.
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Just a sitenote, there are also if statements that you can use to switch variables (like if they are not bool):variable = (variable == 0) ? 5 : 0;this will return 5 if variable was 0 before, or 0 if...
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Do you mean "delete" it by "disappear"? Just Instantiate it and call a function on your object with yield return new WaitForSeconds(1); Destroy(gameObject);
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But would it also work if they give me their login informations, i generate a new license with my key, and make a distribution build. Will they be able to put it into their own account?Cause Team...
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