Change intensity of one light on specific objects
I have a somewhat open pseudo-2D world with caves (think minecraft, but constrained to 2D) lit largely by a directional light. For the outside, this is fine, but in the caves I want to use various...
View ArticleFinding sharedMesh users.
I have an editor script that replaces the meshes of selected objects (using Instantiate), before performing modifications. This works fine. However, later on (when saving the scene) I get a message...
View ArticleChange blend mode from outside shader?
I've been doing something which requires quite a lot of rendering transparent objects to texture. These objects are used directly in the scene with standard alpha blending ("Blend SrcAlpha...
View ArticleDestroy mesh / material after attaching to renderer
If I create a mesh or material using Instantiate, then assign it to a GameObject, do I then need to call Destroy on the mesh reference I have left, or on the mesh attached to the gameObject, or both?...
View Articleget Collider[] as GameObject[]
I want to get the GameObjects in a sphere, as an array, rather than the colliders. I can do this manually (iterate through and use .gameObject), but is there a more concise way of converting the whole...
View Articlec# optional parameters
I have a function like the following:public static void Foo(Vector3 foo = Vector3.zero) { //... }Which gives me an error: "The expression being assigned to optional parameter 'foo' must be constant or...
View ArticleChange prefab before instantiation
Is it possible (or sensible) to change a "prefab" in a script before passing it to instantiate?For example, something like the following:// assigned in the editor var prefab : GameObject; function...
View ArticleOverloading RPCs
I'm attempting to use overloading for RPC functions. The script compiles fine (javascript), but results in an error while running when I call the overloaded function.The fact that there isn't a...
View ArticleTextField text pushed to left on space
When I use GUILayout.TextField in my script, I find that in the standalone player, the field is not enlarged when I press space, and instead the text is shoved to the left outside the boundary of the...
View ArticleSaving KeyCode in PlayerPrefs
Is there a way to turn a saved string in player prefs back into a keycode. (Or is there a better way of saving key preferences?) e.g.upKey = PlayerPrefs.GetString("upKey",...
View ArticleChange intensity of one light on specific objects
I have a somewhat open pseudo-2D world with caves (think minecraft, but constrained to 2D) lit largely by a directional light. For the outside, this is fine, but in the caves I want to use various...
View ArticleFinding sharedMesh users.
I have an editor script that replaces the meshes of selected objects (using Instantiate), before performing modifications. This works fine. However, later on (when saving the scene) I get a message...
View ArticleChange blend mode from outside shader?
I've been doing something which requires quite a lot of rendering transparent objects to texture. These objects are used directly in the scene with standard alpha blending ("Blend SrcAlpha...
View ArticleDestroy mesh / material after attaching to renderer
If I create a mesh or material using Instantiate, then assign it to a GameObject, do I then need to call Destroy on the mesh reference I have left, or on the mesh attached to the gameObject, or both?...
View Articleget Collider[] as GameObject[]
I want to get the GameObjects in a sphere, as an array, rather than the colliders. I can do this manually (iterate through and use .gameObject), but is there a more concise way of converting the whole...
View Articlec# optional parameters
I have a function like the following:public static void Foo(Vector3 foo = Vector3.zero) { //... }Which gives me an error: "The expression being assigned to optional parameter 'foo' must be constant or...
View ArticleChange prefab before instantiation
Is it possible (or sensible) to change a "prefab" in a script before passing it to instantiate?For example, something like the following:// assigned in the editor var prefab : GameObject; function...
View ArticleOverloading RPCs
I'm attempting to use overloading for RPC functions. The script compiles fine (javascript), but results in an error while running when I call the overloaded function.The fact that there isn't a...
View ArticleTextField text pushed to left on space
When I use GUILayout.TextField in my script, I find that in the standalone player, the field is not enlarged when I press space, and instead the text is shoved to the left outside the boundary of the...
View ArticleSaving KeyCode in PlayerPrefs
Is there a way to turn a saved string in player prefs back into a keycode. (Or is there a better way of saving key preferences?) e.g.upKey = PlayerPrefs.GetString("upKey",...
View Article