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camera view independent of resolution

hi, i was wondering how to make my second camera, that shows interface controls in the top-right corner of the screen, resolution independent. i have these values set in the inspector: Normalized...

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State object error when implementing Matrix4x4.TRS solution to set resolution...

I'm trying to set resolution independence by setting my GUI.matrix via the following code:private float nativeHorizontal = 800.0f; private float nativeVertical = 600.0f; void Start() { // set...

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Need Help With My GAME!

I'm trying to build a 'tower defence' type game, and the game works fine with one turret. But when I have duplicate turrets dotted around the map, the turrets freak out.Watch My YouTube...

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Tank Setup Problem

Hey guys, what's up? I need your help, cuz i'm having some problems with a tank setup. I'm making a tank game, and i'm in the alpha stage, but i'm already having problems. Well, i'm trying to setup a...

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How to scale a parent without scaling children?

I am trying to scale up an object without scaling it's children. The original scale vectors for both parent and children are (1, 1, 1). The parent is named and tagged differently than the children, but...

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Making an object resolution-independent

I'm working on a GUI that doesn't use Untiy's GUI system. Instead, it's composed of objects rendered by a second camera. How do I make these objects resolution independent? I gave it a shot and came up...

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How Resolution Independence is Working

I know that Unity3D uses DirectX and OpenGL at backhand for rendering. I am curious about one thing that is Resolution Independence for 2D and 3D is provided by graphical API automatically ? Or Unity3D...

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any good read about independent gui for android devices

where it is taken into account different screen densities? i am trying to make a gui that will be independent from resolutions and screen density. thanks!

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Moving a single instance

I draw a line on which I want to add "handles", these "handles" can be moved and leave a line from their respective anchorpoint, to the new position of their respective "handle". So I made a prefab...

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Framerate independent character movement

Hey guys and gals! For a networking project I need a framerate independent movement script (for obvious reasons). I saw this one on UnityCookie but it only moves on the global axis not the local axis....

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FixedUpdate and Time.deltaTime slowe

I am moving rigidbodies around with velocity. Is simply using function FixedUpdate(){ thisRigidbody.velocity.x = movement.x; } enough to make the movement framerate INDEPENDENT. versus function...

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Keep SphereCollider radius the same, even though scale is changed

For a nice effect on a object I constantly change the scale of the transform, but this obviously changes the radius of the SphereCollider too. I need to find a way to keep the SphereCollider's radius...

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Disable 3d engine OR Run at command line

I need to use the unity library, like Network.InitializeServer and networkView.RPC and was wondering if there was a way to do it without the bulk of the 3d engine. I realize that networkView would have...

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Framerate Independent Firing Rate (delta time?)

I am attempting to make a consistent firing rate. I have done a lot of research on figuring out consistent rates that are independent of framerate and most of the articles about it use deltaTime....

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Framerate independent physics (FixedTimestep, FixedDeltaTime)

How do I achieve 'correct' framerate-independent physics in Unity? As I understand it; physics logic should always be performed in the FixedUpdate() function (Application of forces, etc), but does this...

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Spinning a mesh independent of its forward movement?

This question is really about how do I create a prefab that allows for this. What I want is a billboard that will always face the camera while it is moving in space. I believe I do this with a...

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Movement FPS Independent, how to?

Hello people, I've already asked this here a few times, but no one awsered, so let's try again. I've made a Character controller myself, and I tought i did things right when it comes to FPS...

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List Problem :(

> using UnityEngine; > using System.Collections;> [System.Serializable] > public class pl> { public string name; public int> hp,maxhp; public int attack; }>>...

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Jump not affected by changing velosity.y

Hello :) I've just done double jump in my game and in a some way it's affected by changing velosity.y by game object. It means the power of second jump depends on a time(?) and changing velosity.y(?)...

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Get real world's time which independent with device

I'm creating a game on Iphone/Android. In my game, user plants a tree then have to wait for that tree grow up. Each time user opens game, I check the time when user planted the tree and the current...

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