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Answer by MaDDoX

You'll need to set the FBX exporter to the 2009 format. You'll also need to make sure the 'animation' is set to on or else the skinned mesh weights won't even be exported. Does the model show correctly...

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Answer by MaDDoX

Locomotion is quite finicky about where you place the scripts. Make sure you don't place it inside another folder other than the project's root 'assets' folder, or else you'll get that error.

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Answer by MaDDoX

Just a little suggestion: try checking "bake animations" in the FBX import settings for your model. It has fixed multiple problems for me more than once, especially when you use some baking...

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Answer by MaDDoX

Besides the above answer, it's important that, inside your main 3D application (Lightwave, Modo, Cinema4D, etc) your object has a material set to it that uses the UV map. If you don't there's a big...

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Answer by MaDDoX

Your best bet there is simply overriding the animation (ie. in LateUpdate) with something to re-aim your arm to a desired target. I've done a half-baked script that allows me to do just that. Of course...

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Answer by MaDDoX

I can confirm this bug is still happening in 3.1. It might be just an oversight, or the way Unity designed things. Apparently Unity only considers that an animation is "active" - for event checkings,...

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Answer by MaDDoX

I haven't checked the files (sorry, in a hurry as usual..) but here are some hints for you to check out: 1 - Make sure you have BOTH UVs assigned to one or more materials before exporting. It can be as...

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Answer by MaDDoX

I haven't checked the files (sorry, in a hurry as usual..) but here are some hints for you to check out: 1 - The same UV is apparently used for both textures. Make sure you have BOTH UVs assigned to...

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Answer by MaDDoX

1) FBX. Not needed, but for auto-applying the textures in the Unity project, make sure to place all your textures in a "textures" subfolder of where you've placed the FBX file. I recommend using...

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Answer by MaDDoX

From what I've gathered from RebelHill's solution to FBX exporting ("Understanding LW and FBX" at youtube), all you'd have to do is use joints instead of bones (there's a script to convert bones to...

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Answer by MaDDoX

This issue was probably related to the usage of Visual Studio 2010 in older versions. I say "was" because the new 3.5 version properly supports VS2010 - meaning no more of that annoying "converting...

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Answer by MaDDoX

I'd recommend you create a variable which's a list of your scriptable objects, then set this variable as dirty. It has worked for us in the past. GL!

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Answer by MaDDoX

Use constraints, ie. a simple script attached to a gameobject that copies its properties to a 'target' object position/rotation/scale along time. The constrained object can then have as many complex...

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Answer by MaDDoX

That's how we've worked it out in RageSpline. One line of code really :) Apparently we weren't succeeding before because we were assigning the mesh data to a variable before calling DestroyImmediate on...

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Answer by MaDDoX

The angle is calculated counter-clockwise, based on the tangent of the provided float like Bunny83 said - so a simple Mathf.atan should suffice. If you're trying to emulate "step" tangents, you're out...

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Answer by MaDDoX

Actually it's the opposite to what Loius said. The default values, as shown in the inspector, are local. Thus "transforming" mean changing to world and "inverse transforming" changing back to the...

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Answer by MaDDoX

Try this code, it'll allow you to change text mesh color interactively during edit time, and (just to be picky) it won't change anything during play: using UnityEngine; [ExecuteInEditMode] public class...

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Answer by MaDDoX

Try the OnDrawGizmos() Unity method.

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Answer by MaDDoX

Maybe a silly question, but have you tried: trail.gameObject.GetComponent(ParticleEmitter); ?

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Answer by MaDDoX

Just wanted to add that queues are more effective for Pools than Lists. Simply because you can enqueue / dequeue without making copies in memory, which flags the garbage collector - which's exactly...

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Answer by MaDDoX

Hi. As for the RageSpline site, it's not an easy situation since the domain is property of the plugin original creator, which I've purchased and now maintain. I've been trading some e-mails with him...

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Answer by MaDDoX

Try Claire's approach, with Foreach and such: https://www.youtube.com/watch?v=74Ph6y0rR-g It's pretty tiresome if you ask me, if not for the fact that the "new" approach is reflection-based - and...

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Answer by MaDDoX

No, you always need an AnimationClip asset (on disk) to assign to the 'clip' field of the state.

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Answer by MaDDoX

Set capture camera’s culling mask property to “Depth Only”, in your render to texture method (I use Unity Wiki’s async method) make sure to set the texture to 32 bits like so: RenderTexture rt = new...

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Answer by MaDDoX

Make sure you didn't duplicate 'EventSystem' by mistake, that was my problem. Also check for any missing references in the Input Field's.. well, fields. :)

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Answer by MaDDoX

For googlers around the world looking for this: http://answers.unity3d.com/questions/668077/how-do-i-add-multiple-tabs-to-an-editorwindow.html

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Answer by MaDDoX

Did you try this? List> coroutines; When iterating, make sure to check the element for null before invoking the coroutine.

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Answer by MaDDoX

@castor you can try something like the following - not literally, this is stripped from a class with other goals. It's a tad obnoxious (childState is not the same as a state?!?) but it's what the API...

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Answer by MaDDoX

Try copying all lighting settings and make sure to assign your baked Lighting Data Asset (at lightmaps tab) in the loading scene - and any intermediate scenes - , that worked for me.

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Answer by MaDDoX

Outstanding, best free SO inlining solution I found anywhere. I've fixed a minor button overlapping issue and turned it into a Unity package, to make it easier for others. Tested and working perfectly...

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