• Unity3D - Discussion
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Trying to learn the new UI system; why is a [I]Screen Space - Overlay[/I] Canvas so damn big? is it ok to scale it? Does the position of the canvas in the scene affect the rendering or anything?
[QUOTE=Pelf;46848180]Trying to learn the new UI system; why is a [I]Screen Space - Overlay[/I] Canvas so damn big? is it ok to scale it? Does the position of the canvas in the scene affect the rendering or anything?[/QUOTE] I was wondering this too, I just noticed that every pixel is 1 unit in unity. There's probably no reason for this, probably just how the rect transform was made.
[QUOTE=layla;46848339]I was wondering this too, I just noticed that every pixel is 1 unit in unity. There's probably no reason for this, probably just how the rect transform was made.[/QUOTE] One thing it's useful for is that Camera.WorldToScreenPoint result can be directly used for UI elements. So I guess that's the main reason, so that units and pixels are the same when dealing with the UI.
You can't scale or move Overlay screen space can you?
[QUOTE=Kidd;46848692]You can't scale or move Overlay screen space can you?[/QUOTE] woops, I meant world space, although overlay screen space can be moved along Z
[QUOTE=Pelf;46848180]Trying to learn the new UI system; why is a [I]Screen Space - Overlay[/I] Canvas so damn big? is it ok to scale it? Does the position of the canvas in the scene affect the rendering or anything?[/QUOTE] In case you didn't know this I will help you here. I've been trying to get the UI to scale properly on all resolution and the fix for that is. 1. Go on the main Canvas 2. Make sure it has Canvas Scaler attached onto it. 4. Set UI Scale Mode - Scale with Scene Size (And set the resolution you built it for, the bigger the resolution the smaller the UI)
Sup, folks. I'm here to plug some of my downloadable scripts again. I just updated a Camera Shake script i made a couple months back that you can get [URL="http://www.roadturtlegames.com/?page_id=305"]right here.[/URL] Also, my buddy who made the Input Manager made a rather large update to it, including a really nifty UI for altering the inputs. You can get that bad boy [URL="http://www.roadturtlegames.com/?page_id=57"]here.[/URL] As always: completely free, credit not necessary, no restrictions, all that jazz, thanks!
After I made an object a prefab how can I make it back into a normal gameObject?
[QUOTE] I'm here to plug some of my downloadable scripts again. I just updated a Camera Shake script i made a couple months back that you can get right here. Also, my buddy who made the Input Manager made a rather large update to it, including a really nifty UI for altering the inputs. You can get that bad boy here. As always: completely free, credit not necessary, no restrictions, all that jazz, thanks! [/QUOTE] Very good. This is a great new.:zoid: [url=http://www.hulle6.com/category-sony-xperia-z2-zubehoer-145.html][color=#C9C9C9]sony xperia z2 hülle[/color][/url]
[QUOTE=BoowmanTech;46852970]After I made an object a prefab how can I make it back into a normal gameObject?[/QUOTE] What do you mean exactly? If you mean a GameObject instance in the scene, you either drag it into the scene from your assets folder, or make a call to Instantiate() in your script.
Prefab is just saved GameObject.
[QUOTE=BoowmanTech;46852970]After I made an object a prefab how can I make it back into a normal gameObject?[/QUOTE] If you mean turning it unique again (white rather than blue in the hierarchy), maybe you're looking for GameObject > Break Prefab Instance?
Nevermind, I just had to restart Unity and it turned back into a normal GameObject. When it's a prefab the name is in a blue color, if I delete the prefab the name changes to red and if I restart unity it resets to black.
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Using the old-fashion GUI system, is there no way to just say "always use this skin"? Or do I have to constantly GUI.skin = mySkin inside OnGUI?
Hello! I need halp. Ok, so current Unity project is clutered as fuck, without special hierarchy and stuff If I create new project and throw stuff inside just the one that I need, what problems can I except? [editline]5th January 2015[/editline] [QUOTE=BummieHEad;46854655][vid]http://webmup.com/Y2OGp/vid.webm[/vid] Fresh smell of a new project Mmmmmmm[/QUOTE] Always nice, if you have shitload of free time :).
[QUOTE=Fourier;46861308]Hello! I need halp. Ok, so current Unity project is clutered as fuck, without special hierarchy and stuff If I create new project and throw stuff inside just the one that I need, what problems can I except[/QUOTE] If I remember correctly, anything that gets moved to a different folder not using unity will break the reference. So materials on models will break so the models will have that pink missing texture, I think scripts on gameobjects break so it just has a missing Monobehaviour.
:(
How do I repeat textures on a sprite?
If you have external .meta files visible, asset references should be maintained as long as you move both the file and .meta file together. (The .meta file has the GUID that is used to reference the asset from other assets)
[QUOTE=AnonTakesOver;46866726]How do I repeat textures on a sprite?[/QUOTE] You'd have to mimic a sprite using a flat mesh.
[QUOTE=foszor;46873552]You'd have to mimic a sprite using a flat mesh.[/QUOTE] I was afraid of that, thanks for the help.
What is the call order for OnLevelWasLoaded() compared to Awake() and other initialization functions? It seems to have disappeared from the documentation about execution order [url]http://docs.unity3d.com/Manual/ExecutionOrder.html[/url]
Ok so I have some particles in unity, what is the best way for collision.., unity sphere primitive collider or raycasting? I need it to collide with mesh collider I need it for mobile game.
[QUOTE=Fourier;46879365]Ok so I have some particles in unity, what is the best way for collision.., unity sphere primitive collider or raycasting? I need it to collide with mesh collider I need it for mobile game.[/QUOTE] Are you using the Unity particle system or a custom system?
It's ok I did it now with Raycasting. I raycast every 3-5 frames for every particle, and the check is randomized + phase offset, so it doesn't take as much as processing power (I think).
Doesn't unity have it's own collision system for particles?
[QUOTE=FalconKrunch;46884915]Doesn't unity have it's own collision system for particles?[/QUOTE] Yes, but I need it to interact with my stuff, like tornado wind, helicopters and so on.
[QUOTE=Fourier;46884993]Yes, but I need it to interact with my stuff, like tornado wind, helicopters and so on.[/QUOTE] you have this [url]http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnParticleCollision.html[/url]
[QUOTE=AtomiCal;46885017]you have this [url]http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnParticleCollision.html[/url][/QUOTE] Sorry, I misspelled it a bit, I need the physics of particles needs to interact with my stuff (so I needed to modify every particles velocity)...
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