|
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. |