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Answer by pahe

Thx for the suggestions.I found a suitable solution with the configurable joint:http://unity3d.com/support/documentation/Components/class-ConfigurableJoint.htmlIts a bit trail & error but fits my...

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Answer by pahe

Maybe what you are seeking is the editorbuildsettings.scenes ? I don't know if you can add new scenes to it, but It provides the information you want to have (path to the scene and if it is enabled in...

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Answer by pahe

There should be no problem with a platform switch as you can choose your wanted platform under the build settings (file->build settings). You should know that you can only build iOS versions on a...

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Answer by pahe

You followed the guide from unity webpage? http://unity3d.com/support/documentation/Manual/android-sdksetup.html Worked well for me.

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Answer by pahe

Maybe try to put each of the higher cubes als children of the lower cubes in the hirarchy: -root --lowestcube ---lowcube ----middlecube -----highestcube --nextcube Set the parent on...

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Answer by pahe

There is a "Sprite Manager" by "Above and Beyond Software". You could find some infos on their homepage or in the unity forum. There is also a sprite manager in the unitywiki, don't know if it is a...

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Answer by pahe

Ok, found the problem. collider.bounds is axis alligned so rotating them is not possible. An alternative is to use Rigidbody.SweepTest which is what I have searched :) Thx for help anyway guys.

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Answer by pahe

Hi. Don't know if this is still needed, but you have to make an external dll call from your game: [DllImport("__Internal")] private static extern string _GetCFBundleVersion(); In your xcode...

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Answer by pahe

You may try to increase the mass of your object to reduce penetration issues. For my project we had a balloon with very low mass and it could move through everything when a force was applied to it....

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Answer by pahe

Thanks for this post, was very useful. I would like to add that on iOS webrequests are automatically uncompressed when setting the requestheader to "gzip", so on iOS is no need for an extra...

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Answer by pahe

What's the "fullZipToPath" path? You have to use [Application.persistentDataPath][1] in order to have access to that file. On mobile devices, paths to files are restricted by the OS, which is not that...

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Answer by pahe

Ok, found the solution in the forum: http://forum.unity3d.com/threads/command-line-xcodebuild-not-working-anymore-since-unity-4-5-update.250003/ Since Unity 4.5 the targets name has changed, so...

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Answer by pahe

Thanks exmakina for your response exmakina. The question is some years old now and I have some experience now with the pattern. Tough it doesn't fit always the needs of my projects, I learned a lot of...

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Answer by pahe

Happens to me too with VS 2012. Worked fine with the UnityVS plugin before in 5.1.x and all previous versions.

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