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Unity is a cross-platform game creation system that focuses on easy art pipeline process. It consists of a game engine and an integrated development environment. The game engine's scripting is built on Mono.

8 votes

What are the differences between using GetComponent<Transform>() and this.transform?

It is for this reason that Unity has deprected these 'helper' properties in Unity as it is not immediately obvious that Unity is going to search for the component rather than returning a cached version …
TJClifton's user avatar
  • 171
1 vote

Overriding all object inspectors in Unity

This is because Unity is now using the CustomEditor which is empty and just shows the raw transform data structures. …
TJClifton's user avatar
  • 171
0 votes
Accepted

Prime31 Plugin Error : "Plugin 'P31RestKit.dll' is used from several locations"

The process for dealing with plugins for Windows Unviersal has changed in Unity 5 from Unity 4. (It actually seems to change with every update and patch fix!). … For reference the plugin vendor's documentation on this is here The advice is slightly out of date though and for Unity 4 I believe. …
TJClifton's user avatar
  • 171
0 votes

Custom Editor for Map/Dictionary in Unity

However this does not seem to be how Unity works. OnBeforeSerialize() gets called fairly frequently but OnAfterDeserialized() does not always get called afterwards. … There is another question posted here discussing this issue and it points to a Unity blog post here discussing the Serialization system in Unity. Hope that helps …
TJClifton's user avatar
  • 171
1 vote
Accepted

In Unity3D, how do I create an efficient scratch card effect?

I have done something similar to this in the past. My solution to this would be to make use of Unity's new UI Mask and a Render Texture. When the player touches the screen you would draw a circular …
TJClifton's user avatar
  • 171
1 vote
Accepted

Unity3D - Change player input axes on trigger

How about something like this: public class TriggerMovement : MonoBehaviour { float speed; enum eAxis { Normal = 0, Switched, MAX } Vector3[] horizonta …
TJClifton's user avatar
  • 171
0 votes
Accepted

Unity3D: collider performances on mobile iOS devices

In Unity these would probably be saved out as prefabs and placed in Asset Bundles or under the Resources directory. … My guess though would be that its not really going to perform any quicker than the Unity collision system. …
TJClifton's user avatar
  • 171