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age 27
visits member for 2 years, 6 months
seen 8 hours ago

10h
comment Update vs. FixedUpdate in Unity
@Byte56: yes I usually just use the last value. Since now I've never had problems with that, but It's a little bit I'm thinking that averaging would be the most accurate thing to do. Reading this thread, I was just curious if you ever did something similar.. thanks
11h
comment Update vs. FixedUpdate in Unity
what about if instead of a bool condition (es.GetMouseButtonDown) we need to read value from an axis (Input.GetAxis("Horizontal"))? If update is executed more times then FixedUpdate, what's your advice in that case? Should we eventually consider to calculate the mean value of the axis occured during the several Update before consuming it into Update? (+1 btw)
Apr
15
comment How to create a new GameObject, without adding it to the scene?
@Byte56: I tought it was a workaround too, but I actually I discovered these days that Unity does the exactly same thing when previewing animations: it instantiate hidden gameobject in the scene and render them to the preview frame with a dedicated camera. So maybe it doesn't sound so clean, but actually this solution seems to be used also internally.
Apr
10
comment How can I avoid overdraw-related performance issues with alpha blending on mobile platforms?
@Josh Petrie: Yes it's right, and I would like to know specifically if using splatmaps could be an option because I've never heard of using them except for terrains. Btw you are right, eventually I'll post another specific question for splatmaps..
Apr
10
comment How to create public Arrays of game objects so that they can be assigned through inspector
which is exactly your problem? could you tell us what have you tried so far and what do you have trouble with?
Apr
10
asked How can I avoid overdraw-related performance issues with alpha blending on mobile platforms?
Apr
9
asked SpotLight in ForwardBase pass using forward rendering
Mar
30
answered How I get the value from different class
Mar
17
awarded  Notable Question
Mar
11
comment How to create a new GameObject, without adding it to the scene?
@Byte56: Why exactly do you want to pre-instantiate your custom prefabs and not just compose the GO with required components on the fly while instantiating them using a factory like pattern? For what I understood you want to allow users to "serialize" prefabs using "their own data files", so you have to read those files at run time anyway and instantiate the required components.. am I missing something?
Feb
24
answered Unity UV map, tint / change color of texture
Feb
3
comment Weird floor blur close to camera
Don't think it's possible to answer without an image.
Jan
11
revised My method for switching between cameras in Unity does not change the main camera
added 752 characters in body
Jan
11
answered My method for switching between cameras in Unity does not change the main camera
Jan
6
revised How can I load all of my scenes at startup?
added 467 characters in body
Jan
6
answered How can I load all of my scenes at startup?
Dec
9
comment Exposing a property to Unity editor that should be a path to an asset
you can't serialize and expose directly a FileInfo. Btw, since what you need is a path you can expose a string and write a custom property drawer forcing the inspector to open a file browser.
Nov
29
revised Spot and area lights inconsistent
added 157 characters in body
Nov
29
answered Spot and area lights inconsistent
Nov
10
revised Rotate to a set degree then reverse and repeat in Unity
improve formatting and add c# tag