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Apr
2
comment Vertex count for characters?
Just wanna add that it's more the number of triangles you wanna count/limit, not the number of vertices. (6 vertices can represent 2 or more triangles). Also the number of lights in the scene will influence the "number" of triangles for the purpose of various lighting calculations (if you'll Notice in Unity's status window, a mesh having 30 triangles will be reported and having more than that if more than 1 light is present in the scene).
Mar
26
comment 'No Platforms Found' error in Unity Android
It may be that Unity is not "seeing" you Android SDK. Try removing it and re-installing it using the installer (not the zip archive). Make sure all the necessary folders (tools, etc) are in your "PATH" system variable.
Mar
21
comment Does Unity's “Transparent Bumped Specular” translate to “semi-shiny must be semi-transparent”?
thanks, but I don't think there is (or, at least, I wasn't able to find) a material amongst Unity's defaults that allows you to have transparency and various specularities at the same time. I did make my own shader that does that (transparency comes from diffuse's alpha, specularity's glossiness and shininess come from separate b/w specularity map's color and alpha channel).
Mar
20
comment Android activities, when to use them?
Oh well, it's no biggie. Just make a list of the average number of instance of each object you'll use. Instantiate them all at the beginning. Then reuse the heck out of them, and only create new ones for the fringe cases (like instantiate 10 bullets if that's the average you can see on screen, and only make extra instances for like the boss fights where the boss might shoot lots of extra bulletets as opposed to average). Also ditch ArrayList for plain old array.
Mar
20
comment Android activities, when to use them?
OOps. Sorry. Most of the places where I wrote "Actions" I ment to say "Activities". Sorry. Tiread. At any rate, I had a similar problem with yours and it turned out it was the creation of too many in-game objects. As a thumb-rule: if you're creating new objects "by the game loop" (i.e certain situations can trigger object instantiation each game loop for several loops) - you need to stop that and reuse the instances. Also for collections and such, use arrays, avoid List, Set, Map etc. as it tons faster and less memory hungry.
Mar
20
revised Android activities, when to use them?
added 20 characters in body
Mar
20
answered Android activities, when to use them?
Mar
20
comment Uses for vector projection?
Not exactly an answer (that's why I'm only putting it as a comment): this site: wildbunny.co.uk/blog/… has great beginner details on vector math as applied to gaming. Not only does it describe the theory, but also points out what's actually good for.
Mar
20
comment Create cylinder using OpenGL-ES
Aron Boguta's answer is excellent. I would just want to comment that if you're trying to do this for practical reasons (you will want to have more complex geometry in Open GL), it's best if you at least find a library that lets you load meshes made with specialized software (like 3ds Max or Blender). Usually Obj+Mat or fbx formats are supported by many such libraries (and the 3d softwares as well). Example: stackoverflow.com/questions/9452533/opengl-obj-loader-for-ios stackoverflow.com/questions/6691927/…
Mar
20
comment Why doesn't a line draw after instantiating it on a thread other than the renderer thread?
Actually, you've discovered something which I haven't manage to find.I initially wanted to have my loading screen drawn by OpenGL as well,but failing to find a way to only partially load resources,I've switched to the "non-open-gl-loading-screen" variant which I've described in my answer.I've actually managed to make this work.The downside is basically that of not using OpenGL:resizing of images is more difficult(and actually it's best to have separate images for each targeted resolution),loading screen animations are slower(and possibly harder to code),etc.For a simple loading screen it's ok.
Mar
19
answered Why doesn't a line draw after instantiating it on a thread other than the renderer thread?
Mar
13
answered Mixing threads and coroutines in Unity3D Mobile
Mar
13
answered Dynamic model scaling
Mar
11
answered What are the benefits of using a 2D game engine on Android?
Mar
4
answered Do “write once run anywhere” engines require platform specific code for multiplayer?
Mar
1
asked Does Unity's “Transparent Bumped Specular” translate to “semi-shiny must be semi-transparent”?
Feb
28
comment Messed up UVs in Unity3D for Android
Yep, I've had a similar problem with libgdx batch sprites (on all devices). If I didn't asign any color at all to vertices, some quads would display texture normally, some not.
Feb
26
comment UV Mapping Problems
Well, about that (ps and gimp) of you want something simpler (but with far less options) try paint.net (google it). It has a very basic layer and brushes system
Feb
26
comment UV Mapping Problems
Ok, I see your problem (from the 2nd screen shot). Try this: split to 2 viewports, create a new image in one of them, use the other to export your UVs on that image, then in the UV/Image viewport, go to lower menu, UVs->Export UV Layout (and save it as PNG). Load this into photoshop, add a new layer, paint your texture on that new layer (using the UV layout image as guide), then hide the UV layer, and only save your texture layer as a single image (i recommend 32 bit PNG or TIFF). Then go back to blender, and in that same viewport with the UVs load your texuture. now the lines should be gone
Feb
26
comment Blender - baking normal map - weird colors
+1 for making sure the normals face the right way in both meshes