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How would I add OS X menu bar functions to a Unity app?

Is it possible to add menu items to the OSX menu bar (file, edit, view, etc) from a plugin within Unity, and if so, where would one look (in terms of documentation or example code) to start on such a...

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FixedUpdate after Animation - Physics Loop

It seems that the built in animations play after other scripted FixedUpdate loops when 'Animate Physics' is selected - resulting in funny looking behaviour when moving a character in relation to these...

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Modifying Sub-Meshes at Runtime & MeshRenderer

I've been working on creating meshes in code, and ran into a hitch.When modifying the subMeshCount, and then reassigning the corresponding materials on the renderer, very strange things happen if I am...

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What are the properties of a good key hash?

I'm attempting to create a key hash for a custom struct with two integer values, x and y - for use in a hashtable.I only really care about values between -10000 to +10000, and 90% of the time it will...

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Is it possible to serialize and store custom structs on the iPhone in...

This is the general idea. I'd like to store a bunch of these in a scriptable object without making them classes. Unfortunately it fails to save the data when stored as a struct.I've seen forum threads...

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Custom Editors for classes that derive from system.object

Is there a way to override Unity's editor / inspector for standard classes deriving from System.Object? It appears to only work on classes deriving from MonoBehaviour.For example, below, I'd like to...

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Storing data about an asset only in the editor

I'm building a library of scriptable objects, each of which depends on some mesh data.I'd like the ScriptableObjects I'm containing to maintain a reference to their source mesh (for ease of updating in...

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m_CachedPolyRef == -1 -- LogSpam or Error?

I'm changing parentage of objects, while enabling & disabling hierarchies - and unity is throwing this error. m_CachedPolyRef == -1 UnityEngine.GameObject:SetActive(Boolean) I'm not really sure...

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Why does deployed ios app crash on a shader that compiles fine in Unity?

Xcode throws a sigabrt at compile time.

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