Answer by MasterBLB
I have no idea,but there is no mentiong of gui textures there: http://unity3d.com/support/documentation/Manual/Game%20Interface%20Elements.html
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The problem is solved. That drop shoud be made not on the ScriptFile->Default References component,but I had to select the object containing my script and there is a GUISkin reference the drop shoud...
View ArticleAnswer by MasterBLB
Well,to have own font you'll need such steps: 1.Put yourDesiredFont.tff into yourProjectFolder/Assets.More details there http://unity3d.com/support/documentation/Components/class-Font.html 2.As guyt...
View ArticleAnswer by MasterBLB
Problem is solved-there was a border around inside graphics file.When I removed it all calculations give expected results.
View ArticleAnswer by MasterBLB
Solved by myself-there is an option for export/import in MainMenuBar->Assets.
View ArticleAnswer by MasterBLB
No one had right. The problem was there: mesh.vertices = new Vector3[] {new Vector3(0, 0, 0), new Vector3(0, 100, 0), new Vector3(100, 100, 100)}; I've changed verticles to new Vector3[] {new...
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I solved the issue on my own-there were too small scale set on FBX Importer.
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In the doc for GetKeyDown there is mentioned to use GetButton instead,as it allows binding,while GetKeyDown works on enum: http://unity3d.com/support/documentation/ScriptReference/Input.GetKeyDown.html
View ArticleAnswer by MasterBLB
I solved the issue on my own-the ray has to be cast like: Physics.Raycast(Camera.main.transform.position,Camera.main.transform.forward,out hit,float.PositiveInfinity); and then it gives expected...
View ArticleAnswer by MasterBLB
There is only one way to handle different resolutions-using relatives to Screen.width or Screen.height,or to use GUILayout(but for layout you have to calculate it's begin point anyway) For example,if...
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Ah,I found the reason. I had several lines of code like: drawOptionsMenu = GUI.Button(sth); that caused the variables to be always false.
View ArticleAnswer by MasterBLB
I found in docs classes like Keyframe,AnimationCurve and AnimationState.But it weren't mentioned how can I obtain objects of these clases inside a script from an animation created in Unity tool.That's...
View ArticleAnswer by MasterBLB
I have no idea,but there is no mentiong of gui textures there: http://unity3d.com/support/documentation/Manual/Game%20Interface%20Elements.html
View ArticleAnswer by MasterBLB
The problem is solved. That drop shoud be made not on the ScriptFile->Default References component,but I had to select the object containing my script and there is a GUISkin reference the drop shoud...
View ArticleAnswer by MasterBLB
Well,to have own font you'll need such steps: 1.Put yourDesiredFont.tff into yourProjectFolder/Assets.More details there http://unity3d.com/support/documentation/Components/class-Font.html 2.As guyt...
View ArticleAnswer by MasterBLB
Problem is solved-there was a border around inside graphics file.When I removed it all calculations give expected results.
View ArticleAnswer by MasterBLB
Solved by myself-there is an option for export/import in MainMenuBar->Assets.
View ArticleAnswer by MasterBLB
No one had right. The problem was there: mesh.vertices = new Vector3[] {new Vector3(0, 0, 0), new Vector3(0, 100, 0), new Vector3(100, 100, 100)}; I've changed verticles to new Vector3[] {new...
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