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visits member for 3 years, 5 months
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15h
comment How to “merge” multiple intersecting circles so that only the outer edges of each show?
Sorry I read more carefully your question..I don't see any particular smart way of achieving that without shaders
15h
comment How to “merge” multiple intersecting circles so that only the outer edges of each show?
You can do that with some stencil tricks. I'll post an example when I have time. In the meanwhile have a look here: docs.unity3d.com/Manual/SL-Stencil.html
1d
awarded  Popular Question
Mar
22
answered How can I add an animation curve to an object with no animations?
Mar
9
comment Loading different navmeshes at runtime in Unity 5
yes you can stream scenes with bundles
Mar
8
comment Loading different navmeshes at runtime in Unity 5
If I remember correctly, navmeshes should be stored into levels. If instead of instantiate an object you load additive the level with the additional mesh data it should work fine.
Mar
6
awarded  Popular Question
Feb
19
answered Is there a way to check android version running the game using Unity3D?
Feb
10
comment Unity3D [C#]: How do I use a custom inspector to expose an array of polymorphic objects to edit?
The core of your problem is to create a SerializableObject instance which is correctly saved in the scene, so you could eventually concentrate on a couple of lines of code. For what concern polymorphic object, no you can't have them serialized if not derived from monobehaviour or scriptableobject.I'll promise I'll investigate (ping me in a few days if you won't get an answer).
Feb
10
comment Unity3D [C#]: How do I use a custom inspector to expose an array of polymorphic objects to edit?
I'll have a look at the code when I have a few minutes (if you can reduce the amount of code would be better). Btw, I had the exact same problem in the past: I guess you are trying to save ScriptableObject instances inside scenes, that it something possible but not documented and kind of hard to do properly.
Feb
1
comment Hide some objects from the camera (fog)
have a look at mesh api: docs.unity3d.com/ScriptReference/Mesh.html .
Feb
1
comment Unity3D setting blend mode in shader using vertex data
@badweasel: I just had a quick look to your game's screenshot. I don't know if the dynamic mesh generation with multiple submesh will be the best approach.. take my answer as an hint on how drawing a mesh with multiple materials. Maybe you find some simpler and most efficient way for your specific use case scenario.
Feb
1
revised Unity3D setting blend mode in shader using vertex data
added 7 characters in body
Feb
1
comment Unity3D setting blend mode in shader using vertex data
By static I mean transform of the mesh won't change over time (pos, rot,scale). If that's true and you mark the static checkbox on the relative GO, than Unity can batch several objects with the same material using a single draw call (pretransforming models into world space).. I just realize you have a single mesh so I'm going to fix the answer.
Feb
1
answered Unity3D setting blend mode in shader using vertex data
Jan
31
answered Hide some objects from the camera (fog)
Jan
31
comment Find References In Scene of scriptable object unity asset shows incorrect results
+1 for testing even outside the editor (sometimes resources loaded into editor appears in the profiler).It seems weird. Try to open the yaml scene files and have a look if any object is referencing that resoruces (maybe an hidden one, or something stored in the scene file but that actually for any strange reason or bug doesn't appear into the scene).
Jan
28
comment Mesh fading to transparent
maybe if you post an image of your mesh we can get a closer idea on which effect you are trying to achieve
Jan
23
answered Multiple Scripts versus single script
Jan
23
comment How can you subscribe to Unity input events, instead of polling for them
@that's true...UnityEvent could be a nice way to serialize delegates.