Esa

2d
asked Flickering GUI on Android
May
21
awarded Popular Question
Apr
30
comment Playing different particle effects in Unity on the same ParticleSystem
Aye, this is how I have done it at the moment. Each particle effect is a prefab which is then attached to a parent. But is it possible to use just one ParticleSystem and use it for all effects? Instead of having all the possible effects as separate prefabs, it would be a lot more neat to load the wanted effect on a single ParticleSystem.
Apr
29
awarded Yearling
Apr
29
asked Playing different particle effects in Unity on the same ParticleSystem
Apr
25
comment Keeping raycast on the same level
Thank you, I really need to brush up on my math :).
Apr
25
accepted Keeping raycast on the same level
Apr
24
comment Keeping raycast on the same level
I updated the question. Is it more understandable now?
Apr
24
revised Keeping raycast on the same level
Question clarification
Apr
24
comment Keeping raycast on the same level
I'm using raycasts. The reason why I need the certain distance is because I need the magnitude of the b-vector for Ray.GetPoint. To which I give the magnitude and I get a point on the redline. I'll update the question for clarity.
Apr
24
comment Keeping raycast on the same level
@Heisenbug I have gameobjects that are interacted with. The ray chooses which one is chosen, should the ray miss its target. I.e Ray misses a gameobject, decide which is the closest and pick that up instead. But the objects are on two levels, so I need the "missed ray" to check the mid ground(so it does not favor either one)
Apr
24
asked Keeping raycast on the same level
Apr
24
revised Rotation independent rotation
added 230 characters in body
Apr
24
comment Rotation independent rotation
Battling with the formatting, but I think people can see what I meant :).
Apr
24
comment Rotation independent rotation
<ul> -Local rotation => orientation * Quaternion.Euler<ul/> World rotation => Quaternion.Euler * orientation
Apr
24
accepted Rotation independent rotation
Apr
23
asked Rotation independent rotation
Apr
18
comment Processor count reliability
Some effects are more stress on the CPU rather than the GPU. For example making shadows on a mobile device, the raycasts to determine the shadow place and size are more expensive than drawing the blob itself.
Apr
18
comment Unable to manipulate Imported Object menu (Unity)
@PaulFerris Then, please accept the answer :).
Apr
10
comment Processor count reliability
@Steven Yes, this can be seen on the Galaxy S2 when it is on power save mode. It does not run at full speed, but it never starts to FPS stutter as it keeps the FPS steadily at 30FPS. Compared to flat 60 without power saving.
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