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Answer by RickyAh

Unity now provides a public API that allows creating a package from a collection of assets. [UnityEditor.AssetDatabase.ExportPackage][1] It does not automatically resolves dependencies though. PD: I...

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Answer by RickyAh

A better approach could be to load the FBX directly which will create the GameObject, with the same structure as if you were to drag&drop the fbx file into the scene. Just remember this things when...

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Answer by RickyAh

This will be really useful to you: It is a training tutorial from Unity about making an endless runner :) It explains all the four things you ask for in about an hour....

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Answer by RickyAh

You can count the number of fields in a struct or class using reflection: public struct Example { public int num; private int num2; private int num3; private int num16; } private int totalNumbers =...

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Answer by RickyAh

The delegate keyword defines a specific signature of a method:number of params, type of each of those params and the return type. The event keyword takes that definition to create a different structure...

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Answer by RickyAh

What you are looking for is something like a .NET RadioButton. There's no such component on Unity. A [selection grid][1] provides a similar functionality But if you need something that look like...

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Answer by RickyAh

This cannot get a trivial answer, so I will give you some external references, as this is not specifically related to Unity3D. This page explains your question in a really precise way:...

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Answer by RickyAh

Can't be done as far as I know. To be able to load a Texture, or any Asset, and be used in the project, I must be located inside that project's Assets folder. That's because...

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Answer by RickyAh

If you want to sort a List the elements in the list must be comparable in some way. Common types like int, float, and strings are already comparable. However if you define your own type you must also...

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Answer by RickyAh

Unity now provides a public API that allows creating a package from a collection of assets. [UnityEditor.AssetDatabase.ExportPackage][1] It does not automatically resolves dependencies though. PD: I...

View Article

Answer by RickyAh

A better approach could be to load the FBX directly which will create the GameObject, with the same structure as if you were to drag&drop the fbx file into the scene. Just remember this things when...

View Article

Answer by RickyAh

This will be really useful to you: It is a training tutorial from Unity about making an endless runner :) It explains all the four things you ask for in about an hour....

View Article

Answer by RickyAh

You can count the number of fields in a struct or class using reflection: public struct Example { public int num; private int num2; private int num3; private int num16; } private int totalNumbers =...

View Article


Answer by RickyAh

The delegate keyword defines a specific signature of a method:number of params, type of each of those params and the return type. The event keyword takes that definition to create a different structure...

View Article

Answer by RickyAh

What you are looking for is something like a .NET RadioButton. There's no such component on Unity. A [selection grid][1] provides a similar functionality But if you need something that look like...

View Article


Answer by RickyAh

This cannot get a trivial answer, so I will give you some external references, as this is not specifically related to Unity3D. This page explains your question in a really precise way:...

View Article

Answer by RickyAh

Can't be done as far as I know. To be able to load a Texture, or any Asset, and be used in the project, I must be located inside that project's Assets folder. That's because...

View Article


Answer by RickyAh

If you want to sort a List the elements in the list must be comparable in some way. Common types like int, float, and strings are already comparable. However if you define your own type you must also...

View Article
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