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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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Answer by Kiyaku

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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Answer by Kiyaku

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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Answer by Kiyaku

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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Answer by Kiyaku

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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Answer by Kiyaku

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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Answer by Kiyaku

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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Answer by Kiyaku

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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Answer by Kiyaku

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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Answer by Kiyaku

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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Answer by Kiyaku

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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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

View Article

Answer by Kiyaku

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...

View Article


Answer by Kiyaku

Maybe try it like this: Instantiate (bulletParticle, new Vector3(playerLocation.transform.position.x, playerLocation.transform.position.y,playerLocation.transform.position.z),...

View Article

Answer by Kiyaku

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....

View Article


Answer by Kiyaku

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...

View Article

Answer by Kiyaku

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?

View Article


Answer by Kiyaku

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...

View Article

Answer by Kiyaku

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.

View Article

Answer by Kiyaku

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...

View Article
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