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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...

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33 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...

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Mobile/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...

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Exchange 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...

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Mechanim 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...

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MeshCollider 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...

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Mesh 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,...

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Update 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...

View Article


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 Article


33 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 Article

Mobile/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 Article

Exchange 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 Article

Mechanim 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 Article


MeshCollider 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 Article

Mesh 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 Article


Update 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...

View Article
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