Contradicting Hints in Physics Documentation
Hi, in the physics documentation the following is often stated as a HINT: ***If you are moving an object through its Transform component but you want to receive Collision/Trigger messages, you must...
View Article33 ms frametime on empty scene
Hi, I run an empty scene just for testing and the internal profiler (not the one with the Pro version) reports avg: 33.3 frame time. Why does it need 33 ms to display an empty scene. I am testing on a...
View ArticleMobile/Specular
Hi, was there ever a Mobile/Specular shader? If yes why was it removed? Is there any available specular (Phong or Blin-Phong) shader for mobile which does not kill performance? When I use the normal...
View ArticleExchange object in hierarchy with Animation
Hi, I am not sure if and how this can be remedied. I have a animation imported from a unity package which belongs to a switch. The Switch is a object with a hierarchy. The topmost Switch object has the...
View ArticleMechanim Trigger/Boolean resets on Disable
Hi I have a tree which has inside a node with a Mechanim animation. This animation has various states which i change with SetTrigger. When I disable the tree SetActive(false), and then re enable it...
View ArticleMeshCollider does not produce OnTriggerExit messages
Hi I have a gameobject which has a meshcolider and a rigidbody(kinematic) to move around. I initially create (by instancing) this object inside a trigger (box), and would like to detect when the...
View ArticleMesh SetVertices() vs vertices
Hi I noticed that the Mesh calss provide two ways of accessing the vertex and other structures. The SetVertices/UV and so on functions and the direct access to member array variables like .vertices,...
View ArticleUpdate UI from inside a loop
Hi i have this really slow for-loop which creates prefabs and materials using code. I would like to have a UI text field update and show the loop iteration, Unfortunately the for loop exits only once...
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