Answer by lodendsg
Your looking for a triplanar shader they come in a few styles (http://www.blog.radiator.debacle.us/2013/02/a-smoother-triplanar-shader-for-unity.html) This is a nice blog on triplanar shader in world...
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This is an old question however for my purposes you can set [AddComponentMenu("name as string")] This will set the display name of the component and can put the component under a given menu; handy if...
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Take a look at this (http://answers.unity3d.com/questions/566152/lookat-locked-at-y-axis-but-in-local-space.html) In summary for those of us that want to rotate for example a turret around its local y...
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Had the same issue re "Button does not contain 'onClick'" turns out there is more than one Button class and oddly Visual studio didn't give me the usual ambiguous warning ... no idea how that could be...
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Had a similar issue in my space scene getting stuck on 7/11 Light Transport when I added a large space station. I noted that if I scaled the station down the job didn't stick. This is workable for us...
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Take a look at Steamworks.NET http://steamworks.github.io/installation/ I haven't used it yet my self but seems the most direct approach; I do see some traffic on its Issues forum so I assume it is...
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There is also Steamworks.NET which has Unity package under its install page http://steamworks.github.io/ I took a look at Ludosity's Steamworks Wrapper as well but wasn't sure it was still supported so...
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Ran into this one my self and found this post first then stumbled upon the following in the Unity docs http://docs.unity3d.com/ScriptReference/Display.Activate.html Display.Activate(); seems like the...
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An old question but it came up high in my list when I searched for a similar solution. The answer I came to is documented here http://docs.unity3d.com/ScriptReference/Display.Activate.html
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Just for note for people finding this via google search, The current 'Best Answer' doesn't seem to be updated anymore. The following however does https://steamworks.github.io/ That contains a Unity...
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KaletheQuick's reply is a solid answer if your game has a single scale e.g. if you only ever play from a very far distance camera view. We are also working on a space game and have need of very long...
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I have been looking at similar my self In terms of generating the areas its a matter of defining the area around a 'system' in the case of Stellaris. So each system is a node, then we draw a triangle...
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Just for note when you want a UI element to face the same direction as a given camera its better to say transform.rotation = camera.rotation If you set it to 'look at' the camera its going to look at...
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I looking for a similar bit of code; I'm working on a space shooter and want to allow collision with objects to knock the ship about tilting it off its usual axis however I want it to return to level...
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The method I use is as follows To create a prefab simply right click on the folder in your project view where you would like it to live (dont worry you can move it around later) select Create >>...
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[This post][1] should get you what your after its topic of conversation is leveling out an object after rotation such as collision but I would expect you could apply the same practice. If you are...
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fafase answer should be what you need you can also do this inline with fewer variables as //where score is int score; score = (int)(Time.time+0.5f); the cast will simply trim the decimal off so first...
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Im working on a top down my self and had to toy around with rotation the post here might have some information for you it talks about zeroing a rotation i.e. to level out but also has rotation code in...
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As Outlaw noted above `public GUISkin GUI.skin;` wont play nice for you. the syntax for a C# variable decliration is access specifor i.e. internal, private or public of which the defualt for objects...
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Not sure if I fallow correctly but if you wanted a vector local to the gameObject.transform it would be `posn = posn - transform;` which in your code above would be the same as post = new...
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