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Answer by thelackey3326

The EditorWindow class has an Update() method that gets called 100 times per second (Ref: [EditorWindow.Update()][1]). You can use this to track time by adding a float member to your EditorWindow...

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Answer by thelackey3326

Unity does not currently provide a way to create a custom input device. I've added a feature request in the Wishlist/Feedback, but it doesn't have very many votes. I think this feature is a huge weak...

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Answer by thelackey3326

This question is old, but I ran into the same problem today while testing before an alpha deployment. GetProcessesByName() works just fine on Windows XP (my development platform), but throws an...

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Answer by thelackey3326

I just had this error myself and the answer from *hardwire* fixes the problem. Personally, though, I wanted to find out why and answer OP's question. Simple answer. Handles.BeginGUI(Rect rect) calls...

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Answer by thelackey3326

I use VS2012 Pro when working with Unity at work. At home, though, I only have MonoDevelop and Unity Free. So, today, I decided to configure MonoDevelop so that it's a little closer to what I'm used to...

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Answer by thelackey3326

Expanding on what iwaldrop said: Lines 19 and 25 are where the problem lies. There it looks like you are trying to interpolate ("lerp") a rotation, which is a Quaternion. The error is that you are...

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Answer by thelackey3326

A couple of things to check out [OnSceneGUI called without any object selected][1] [Drawing to the scene from an EditorWindow][2] [1]:...

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Answer by thelackey3326

Camera.main will only return the *first* camera found called "MainCamera". If you have two Third Person Control scripts running, and two GameObjects tagged as MainCamera, then one of the scripts will...

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Answer by thelackey3326

Yes, you're correct. *GameObject.Find()* will return the *first* match that it finds and then it will stop searching. Assuming that this script is attached to each enemy, then what you want to use is...

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Answer by thelackey3326

In your Start, you should get all of the GameObjects that matter. You could tag them all with some specific tag like "Party" or something, then use *GameObject.FindGameObjectsWithTag("Party")* which...

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Answer by thelackey3326

Found this forum thread: [http://forum.unity3d.com/threads/dont-have-possibility-to-fold-code-in-monodevelop.222058/][1] User *anlop* in thread comment #5 says that it may not work for JS, but for C#:...

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Answer by thelackey3326

You'll want to use [TextAsset][1], which works like any other asset. You could assign it to a field on a script or load it from Resources (which is popular because it can be unloaded when you're done...

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Answer by thelackey3326

Looks like there is a file called *version.txt* in the Library/UnityAssemblies folder. The very first line is the Unity version.

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Answer by thelackey3326

If you have an array of items in the Inspector and want to delete an entry from the middle of the array, you can select the item (click on its name, it should turn blue) and then do a Shift-Delete. The...

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Answer by thelackey3326

You can set a validation callback for the input field, and if the character is valid, return its uppercase form. http://docs.unity3d.com/ScriptReference/UI.InputField-onValidateInput.html

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Answer by thelackey3326

The EditorWindow class has an Update() method that gets called 100 times per second (Ref: [EditorWindow.Update()][1]). You can use this to track time by adding a float member to your EditorWindow...

View Article

Answer by thelackey3326

Unity does not currently provide a way to create a custom input device. I've added a feature request in the Wishlist/Feedback, but it doesn't have very many votes. I think this feature is a huge weak...

View Article


Answer by thelackey3326

This question is old, but I ran into the same problem today while testing before an alpha deployment. GetProcessesByName() works just fine on Windows XP (my development platform), but throws an...

View Article

Answer by thelackey3326

I just had this error myself and the answer from *hardwire* fixes the problem. Personally, though, I wanted to find out why and answer OP's question. Simple answer. Handles.BeginGUI(Rect rect) calls...

View Article

Answer by thelackey3326

I use VS2012 Pro when working with Unity at work. At home, though, I only have MonoDevelop and Unity Free. So, today, I decided to configure MonoDevelop so that it's a little closer to what I'm used to...

View Article
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