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1d
comment Unity - OnDestroy - When is it called?
@Blue: sorry for pointing out but your answer isn't completely correct. Garbage collection won't necessary happen immediately when an object has no more ref count (es.it's the garbage collector that decide based on its policy when to perform it). And garbage collection has nothing to do with other than the Mono side of the applications (scripts). Everything else is managed in a different way by the engine.
1d
answered Unity - OnDestroy - When is it called?
Jul
20
awarded  Notable Question
Jul
2
awarded  Curious
Jun
30
comment How to disable play automatically on animation in Unity3d 4.5.1
@TheRadGamerDan: GetComponent<AnimatorController>().enabled = false;
Jun
30
awarded  Popular Question
Jun
29
answered How to disable play automatically on animation in Unity3d 4.5.1
Jun
21
accepted Projective texturing and falloff
Jun
21
comment Projective texturing and falloff
yes, perhaps my question wasn't so clear. Btw thanks for your answer, I realized that my question didn't make much sense. As you said the 2 projection matrices probably only deserve the purpose to support different scaling for the textures. And the limit distance is implicitly handled without rendering the additional pass for objects outside the frustum.
Jun
21
comment Projective texturing and falloff
Just for precision, I'm not using built-in unity projectors. There an object outside the frustum in simply not rendered. When it is rendered it uses an additional shading pass (the blending you suggested). I'm trying to avoid multipass and blending, optimizing it for mobile devices.
Jun
21
comment Projective texturing and falloff
"For clipping pixels outside the frustum, you can use a texture with the border mode enabled and a black border." I guess you intend this for avoiding artifact caused by clamping, but this is not my problem. Suppose I have a projector oriented toward Z+ (0,0,1) with a far plane at distance 1. If there is a plane at distance 2 point toward Z- (0,0,-1) the texture will be projected on it even if outside the frustum, am I wrong?
Jun
21
asked Projective texturing and falloff
Jun
16
revised Why Does unity_LightPosition[0] Seem to Depend on Camera Position?
added 444 characters in body
Jun
16
revised Why Does unity_LightPosition[0] Seem to Depend on Camera Position?
added 444 characters in body
Jun
16
answered Why Does unity_LightPosition[0] Seem to Depend on Camera Position?
Jun
16
comment Why Does unity_LightPosition[0] Seem to Depend on Camera Position?
which kind of light are you using? directional/spotlight/pointlight? important or not important (aka per pixel or per vertex)?
Jun
14
revised No animation clips in assets folder
embed images
Jun
14
suggested suggested edit on No animation clips in assets folder
Jun
14
answered No animation clips in assets folder
May
31
revised Is it safe StringToHash() to use in Unity?
added 271 characters in body