[Shuriken] How to avoid clipping?
Hi, I'm using particle system to emit cube shaped meshes. Problem is that the cube graphics is clipped on collision with the surface. How can I avoid that? ![Cube clipped by the floor][1] [1]:...
View ArticleAPI for SceneView class
Where can I find API documentation for Unity *SceneView* class? I can see it being used in some extensions but it's nowhere to be found in Unity API. Example usage: `SceneView view =...
View ArticleEditor class for Animation window
Where (in Assembly Browser) can I find Editor class for Unity's build-in Animation window? I want create my own version of that window but the Editor class for it seems nowhere to be found in the...
View ArticleHooks for updating keys in Animation Curve editor window
Are there any hooks/delegates/events in the Unity's assembly that could be used to attach custom actions for adding/removing/moving keys in Animation Curve editor window?
View ArticleCoroutine is not called between frames
I start a coroutine in Start() like this: `StartCoroutine("CoroutineName")` and inside it I use `yield return null` to wait for another frame. But when I log calls to Update() and the coroutine, this...
View Articlethis == null
How can it happen that *this* keyword returns *null*? ![alt text][1] Even ReSharper tells that this condition is always false and yet, it return true in play mode and after exiting play mode. ![alt...
View ArticleScriptableObject asset not saved to disk
I have this _ScriptableObject_ class: public class ExampleScriptableObject : ScriptableObject { public string testName; public int value; } which I instantiate with this code:...
View ArticleAligning tangents with AnimationCurve
When I add new key to _AnimationCurve_ with a curve editor, it does not affect the curve line: ![alt text][1] Tangents are nicely aligned with the curve. Adding new key doesn't change curve's shape....
View ArticleHow to check if inspector object field was changed
I draw in the inspector property to ScriptableObject like this: EditorGUILayout.PropertyField(myScriptableObject); How can I detect when reference was added/removed in the inspector? For eg. when I...
View ArticleHow to set masked enum to all
I have this enum class: [Flags] public enum AppendOptions { Timestamp = 1, ClassName = 2, CallerClassName = 4 } and I want to assign all three options at once, like this: private AppendOptions...
View ArticleAnimator state transition UI explanation
I made two simple animations, each contains only a single key frame. First animation represent an open eye and the second closed eye. Each of them looks like this: ![alt text][1] I added both of them...
View ArticleWhat's for the "Multiple Client Mode" checkbox on NetworkManager?
What's for the *Multiple Client Mode* checkbox on the NetworkManager (the new Unity Multiplayer)? There's no docs on it.
View Article[Shuriken] How to avoid clipping?
Hi, I'm using particle system to emit cube shaped meshes. Problem is that the cube graphics is clipped on collision with the surface. How can I avoid that? ![Cube clipped by the floor][1] [1]:...
View ArticleAPI for SceneView class
Where can I find API documentation for Unity *SceneView* class? I can see it being used in some extensions but it's nowhere to be found in Unity API. Example usage: `SceneView view =...
View ArticleEditor class for Animation window
Where (in Assembly Browser) can I find Editor class for Unity's build-in Animation window? I want create my own version of that window but the Editor class for it seems nowhere to be found in the...
View ArticleHooks for updating keys in Animation Curve editor window
Are there any hooks/delegates/events in the Unity's assembly that could be used to attach custom actions for adding/removing/moving keys in Animation Curve editor window?
View ArticleCoroutine is not called between frames
I start a coroutine in Start() like this: `StartCoroutine("CoroutineName")` and inside it I use `yield return null` to wait for another frame. But when I log calls to Update() and the coroutine, this...
View Articlethis == null
How can it happen that *this* keyword returns *null*? ![alt text][1] Even ReSharper tells that this condition is always false and yet, it return true in play mode and after exiting play mode. ![alt...
View ArticleScriptableObject asset not saved to disk
I have this _ScriptableObject_ class: public class ExampleScriptableObject : ScriptableObject { public string testName; public int value; } which I instantiate with this code:...
View ArticleAligning tangents with AnimationCurve
When I add new key to _AnimationCurve_ with a curve editor, it does not affect the curve line: ![alt text][1] Tangents are nicely aligned with the curve. Adding new key doesn't change curve's shape....
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