• Unity3D - Discussion
    5,004 replies, posted
I am learning Unity still. [video=youtube;m76V-HYyhhk]http://www.youtube.com/watch?v=m76V-HYyhhk[/video] I can't seem to be able to parent my camera to any bones on my prefab. It doesn't throw an exception, so it finds something, but got no idea what.
[QUOTE=SFArial;44454253]I am learning Unity still. I can't seem to be able to parent my camera to any bones on my prefab. It doesn't throw an exception, so it finds something, but got no idea what.[/QUOTE] That's why Debug.Log is your friend ;)
[QUOTE=KillaMaaki;44454344]That's why Debug.Log is your friend ;)[/QUOTE] Yes, I shall exploit this. Gonna log everything.
It's pretty much exclusively how I debug everything. Like right now, for instance. Hits aren't dealing any damage on my server... therefore Debug.Log :)
And if you don't feel like typing out Debug.Log() or are using System.Diagnostics for something, you can just use print()
[QUOTE=Pelf;44454489]And if you don't feel like typing out Debug.Log() or are using System.Diagnostics for something, you can just use print()[/QUOTE] Pssh, print() is for suckers :P
[QUOTE=Pelf;44454489]And if you don't feel like typing out Debug.Log() or are using System.Diagnostics for something, you can just use print()[/QUOTE] If all fails, use break points in monodevelop. Processes every line of your code to find out what's happening, and read them via memory dump.
monodevelop is for suckers.. right?
[QUOTE=garry;44458389]monodevelop is for suckers.. right?[/QUOTE] visual studio 4lyf
[QUOTE=Skipcast;44458497]visual studio 4lyf[/QUOTE] Express ofc :v:
[QUOTE=garry;44458389]monodevelop is for suckers.. right?[/QUOTE] Yes. Yes it is. Vistual Studio FTW. At one point I was debating on switching to Mac, so I was trying to get myself used to MonoDevelop. I just couldn't do it. Visual Studio is too good.
[QUOTE=KillaMaaki;44459662]Yes. Yes it is. Vistual Studio FTW. At one point I was debating on switching to Mac, so I was trying to get myself used to MonoDevelop. I just couldn't do it. Visual Studio is too good.[/QUOTE] Same here, just with Linux and general CLR programming.
[QUOTE=garry;44458389]monodevelop is for suckers.. right?[/QUOTE] I use Visual Studio 2013 with Unity just fine. Monodevelop is really good just for editing shaders because visual studio doesn't have shader syntax highlighting lol
[QUOTE=HeatPipe;44461216]I use Visual Studio 2013 with Unity just fine. Monodevelop is really good just for editing shaders because visual studio doesn't have shader syntax highlighting lol[/QUOTE] UnityVS has shader syntax on the roadmap. Apparently you can also use NShader together with unity, but i haven't tried it yet: [url]http://forum.unity3d.com/threads/108995-Tutorial-How-to-use-NShader-with-Unity-shaders[/url]
[QUOTE=KillaMaaki;44459662]Yes. Yes it is. Vistual Studio FTW. At one point I was debating on switching to Mac, so I was trying to get myself used to MonoDevelop. I just couldn't do it. Visual Studio is too good.[/QUOTE] IntelliSense is probably the greatest thing mankind has ever created.
[QUOTE=crazymonkay;44470724]IntelliSense is probably the greatest thing mankind has ever created.[/QUOTE] Yeah, I have no idea how anybody gets by without it.
Wait, what's exactly wrong with Monodevelop? I use it, it doesn't seem that bad.
[QUOTE=sarge997;44471748]Wait, what's exactly wrong with Monodevelop? I use it, it doesn't seem that bad.[/QUOTE] You'd know if you tried Visual Studio for a week.
[QUOTE=sarge997;44471748]Wait, what's exactly wrong with Monodevelop? I use it, it doesn't seem that bad.[/QUOTE]If you've ever used [url="http://www.jetbrains.com/resharper/"]ReSharper[/url], you'll never want to go back.
What is the best way to setup Unity for phone development while only using your computer for testing? And how do you manage all the different resolutions phones can have when its a 2d static game where the view cant grow
[QUOTE=Richy19;44472629]What is the best way to setup Unity for phone development while only using your computer for testing? And how do you manage all the different resolutions phones can have when its a 2d static game where the view cant grow[/QUOTE] Tons and tons of mipmaps.
[QUOTE=sarge997;44471748]Wait, what's exactly wrong with Monodevelop? I use it, it doesn't seem that bad.[/QUOTE] Apart from the poor code completion engine, which i don't really mind. They literally force you to use Javascript syntax for C#. [code]if (foo == bar) { foo = bar; } else { foo = foo; }[/code] HNNNNNNGG THIS IS UGLY AS HELL :suicide: Of course you can change that in the settings, but it's is a boring and long process and monodevelop decided to not save my preferences. Bad project management too i suppose.
IMHO, anyone who asks "What's wrong with MonoDevelop?" has either: 1.) Not used MonoDevelop, - OR - 2.) Not used Visual Studio
Why do meshes (in the meshfilter) get a number-suffix when creating a vertexarray for vertexpainting Before: mymesh After: mymesh_47460 Also, those meshes randomly disappear when opening the project and can' be accessed via the assets-list. Can I avoid this somehow while still being able to vertexpaint?
Vertex painting is a third-party asset, right? (Unity doesn't have built-in support for that) Maybe it's creating a new copy of the mesh.
I use Monodevelop only because setting my IDE to VS in the preferences doesn't do anything. It launches a devenv.exe but still launches Monodevelop with a .sln file :pwn:
[QUOTE=ezraza;44479671]I use Monodevelop only because setting my IDE to VS in the preferences doesn't do anything. It launches a devenv.exe but still launches Monodevelop with a .sln file :pwn:[/QUOTE] I used to have that issue. Can't for the life of me remember how I solved it. You could try renaming the MonoDevelop EXE to something else in order to break the seemingly hardcoded "failsafe" (seems to boot up MD if Visual Studio takes too long to boot up)
Oh my fu@#$ god, just switched to visual studio! It's freaking amazing Building a kind of tile editor :v [unity]https://dl.dropboxusercontent.com/u/251205348/ShareX/2014-04/html.unity3d[/unity] I think that's not that hard to use, [url]https://db.tt/KlHHm5gz[/url] This support lighting and normal maps, it's really basic i guess...So at least use this for learn [IMG]http://i.imgur.com/x5gevhh.jpg[/IMG] [IMG]http://i.imgur.com/BITGlAD.jpg[/IMG] How to use: >Import package >Create other: Tile Meshed >Set the texture2d >Set the normal map if you have one >Set the tiles on x and Y I recommend set the snap grid to 0.32f
Working on this, still a long way to go but I'm happy with it so far. I threw a crappy test race track together. Arrow keys, refresh if you crash(sorry). [unity]http://dl.dropboxusercontent.com/u/41313766/CAr/CarTest.unity3d[/unity]
Oh unity...I love you [IMG]http://i.imgur.com/uOHtE4g.gif[/IMG] (Normal maps are afwul when you generate these with a program, but it's just for show how cool the tiles could be)
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