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...
View ArticleContradicting 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...
View Article