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Answer by Noise crime

Well your best bet is to try both and profile them.My guess is if you are using a single 4096 length image (max size for a texture on most cards) then there is no point cutting it up. The gpu will clip...

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Answer by Noise crime

With zWrite on polygon depths are written to the zbuffer effectively giving you perfecting sorting (avoiding the painters algorithm issues - look it up). So if you had a polygon at z=100 any future...

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Answer by Noise crime

Normally you'd use a cast to convert between a float and int. So you'd define your variable as a float, but when you need the value as an int youd cast it e.g. x = 5 + (int)myFloat;There are other...

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Answer by Noise crime

Not sure of specific tools as such, but I believe the issue with seamless looping of MP3 is mainly due to padding silence to frames, where a frame is a fixed number of samples (1152 acording to the...

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Answer by Noise crime

myLayer = 1 << 8 | 1 << 11;The culling mask is a 32 bit (binary) field, thus bit 1 = 1, bit 2 = 2, bit 3 = 4, bit 4 = 8. bit 5 = 16 etc. So to convert a layer index into an integer you use...

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Answer by Noise crime

So with a little nudge from Eric5h5 it would appear there are two different 'character customisation' demos on the Unity website. One for Unity 3.0 and an older one for 2.6. Doesn't help that both...

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Answer by Noise crime

Back in Unity 2.6 I was able to embed the activeX Unity web player into Adobe Director and pass data from Director to it, though can't remember off hand if it was possible to send data the other way....

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Answer by Noise crime

Yes, there is a little 'picture' icon on the scene window tab, its the last of the user settings, after 'toggle lighting' (little sun icon), display mode (RGB, Alpha, Overdraw etc) and render mode...

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Answer by Noise crime

Which shader specifically is the model that you don't want to glow using? Since the problem is that it renders its final alpha into the alpha of the color buffer, would not simply disabling writing to...

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Answer by Noise crime

Personally i'd use an animation for this and not a script. It will be far easier to control, tweak and obtain the effect you are after. Light.Intensity as well as other light properties are all exposed...

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Answer by Noise crime

There are shaders that can create a normal map from a diffuse texture map, from memory there is one in AMD(ATI) RenderMonkey, but sure you can find plenty of other examples online. So one method (I...

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Answer by Noise crime

Personally i'd probably set up a separate single gui object (manager) and have the boxes call/broadcast to it when clicked. That way you have a single gui object/script dealing with your 'popup menu'...

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Answer by Noise crime

Simple answer, if you use copyrighted material, you must pay a license.As regard to songs, that generally means licensing them directly from the owners/publishers. However that simply gives you the...

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Answer by Noise crime

Sounds like you want voice synthesis (i.e. Text-To-Speech), complex but not impossible to achieve, though I doubt you'd get it in the web player as you'd have to rely on plugin/dll.Both Mac and Win OS...

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Answer by Noise crime

Well the screenshots you've posted look rather nice, likely due to being resized so its difficult to see the problem.A few pointsYou're textures are already lossy compressed via jpg so that might be...

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Answer by Noise crime

Sounds like you want to use 'replace' blending, you may be able to add that to the shader you are using. If not you could check out some Unity 2.6 projection shaders I wrote last year (just tested and...

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Answer by Noise crime

Thats because there is nothing to see. Look at the hierarchy, all it contains is a single camera, so there is nothing in the scene.You need to open/load a scene from the Project assets, 'Bootcamp' by...

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Answer by Noise crime

If you want to continue with the setPixels approach...Unity does not support native (gpu) non-Power-of-two textures, instead it will convert them all to POT. In fact it will make two copies, one...

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Answer by Noise crime

Its annoying isn't it. The workaround i've found is ... 1. Sync the unity project with VS2010. 2. Open VS2010, let it convert the project file. 3. In VS2010, select the solution, then 'save solution...

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Answer by Noise crime

From the sound of it, this is the 'OnEnable' bug with script execution order. That is I suspect your 'framework' script does not have an OnEnable method in it, in which case for some odd reason it will...

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