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Answer by jonc113

I found this answer by looking at the code of iTween, as it can control the alpha of children. The trick is: foreach(Transform child in PARENTGAMEOBJECT) { DO_WHAT_YOU_WANT_WITH child.gameObject) ; }...

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Answer by jonc113

I have found that FindObjectOfType will return all kinds of weird things that are not in the scene. "activeInHeirachy" solves the problem: GameObject[] allObjects =...

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Answer by jonc113

gameObject.active has been replaced by SetActiveRecursively see: http://answers.unity3d.com/questions/36259/how-to-deactivate-a-parent-and-its-children.html

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Answer by jonc113

From what I see, de-activating has better performance than de-rendering, assuming this is correct English. for example :...

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Answer by jonc113

I had this problem - and fixed it! It turned out that in my animation, I had accidentally added an extra "curve". Not knowing it was there, I didn't add any keyframes to it. (It had the "dot" at frame...

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Answer by jonc113

I'm late to the party, but adding this in case someone else get the ..cctor error Just to re-iterate, the problem occurs when you define AND initialize a variable (in my case, also public static) that...

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Answer by jonc113

Just to point out, both of these answers solve the problem by putting WaitForSeconds in the body of the routine, instead of a separate routine. It is certainly simpler to do this, but the original code...

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Answer by jonc113

Apparently someone (Teku Studios) figured out how to expose Sorting Layer and Order for ALL mesh renderers, not just UI elements. This really helps when mixing UI and non-UI elements:...

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Answer by jonc113

Hi @diegonasc, I think this is a bit of a bug as reported here: http://forum.unity3d.com/threads/unity-5-beta-13-rendersettings-ambientlight-changes-equator-color.281375/

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Answer by jonc113

I found that have a child canvas allows you to set different rendering sorting layers for its children. Theoretically, the transform order should allow you to set the renderering order, but sometimes...

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Answer by jonc113

I found this answer by looking at the code of iTween, as it can control the alpha of children. The trick is: foreach(Transform child in PARENTGAMEOBJECT) { DO_WHAT_YOU_WANT_WITH child.gameObject) ; }...

View Article

Answer by jonc113

I have found that FindObjectOfType will return all kinds of weird things that are not in the scene. "activeInHeirachy" solves the problem: GameObject[] allObjects =...

View Article

Answer by jonc113

gameObject.active has been replaced by SetActiveRecursively see: http://answers.unity3d.com/questions/36259/how-to-deactivate-a-parent-and-its-children.html

View Article


Answer by jonc113

From what I see, de-activating has better performance than de-rendering, assuming this is correct English. for example :...

View Article

Answer by jonc113

I had this problem - and fixed it! It turned out that in my animation, I had accidentally added an extra "curve". Not knowing it was there, I didn't add any keyframes to it. (It had the "dot" at frame...

View Article


Answer by jonc113

I'm late to the party, but adding this in case someone else get the ..cctor error Just to re-iterate, the problem occurs when you define AND initialize a variable (in my case, also public static) that...

View Article

Answer by jonc113

Just to point out, both of these answers solve the problem by putting WaitForSeconds in the body of the routine, instead of a separate routine. It is certainly simpler to do this, but the original code...

View Article


Answer by jonc113

Apparently someone (Teku Studios) figured out how to expose Sorting Layer and Order for ALL mesh renderers, not just UI elements. This really helps when mixing UI and non-UI elements:...

View Article

Answer by jonc113

Hi @diegonasc, I think this is a bit of a bug as reported here: http://forum.unity3d.com/threads/unity-5-beta-13-rendersettings-ambientlight-changes-equator-color.281375/

View Article

Answer by jonc113

I found that have a child canvas allows you to set different rendering sorting layers for its children. Theoretically, the transform order should allow you to set the renderering order, but sometimes...

View Article
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