Quantcast
Channel: Latest Questions by Wrymnn
Browsing all 131 articles
Browse latest View live
↧

Slow script recompile time

My scripts compile at least 40+ seconds when I make some changes. Which is ridiculous. Do you have any idea what may cause it? - Both Unity and Project are on same **SSD drive** - Using only C# - Have...

View Article


Render with GL lines under Sprites

I googled this problem, nothing I may use so far. I want to render lines inside **OnPostRender()** with **GL.Vertex3()** etc. commands. However, all **lines render Over every sprite**. - tried to...

View Article


.meta files not updating - SVN problem

I have a problem where one of the team members **changes prefab`s** sprite reference in it`s script, then saves the scene, saves the project. We look at **.prefab file and it updates properly**....

View Article

Horrible lag when selection objects in Editor hierarchy

I have around 2000 objects in scene. Each 500 is parented under one parent, so 4 parents and 500 objects in hierarchy. *(I`m not talking about play mode)* In editor scene, when i select with mouse one...

View Article

How to free meshes from memory fast?

Hi, I work with chunks created from scratch in my game. - Every time new chunk is created, Meshes are added to memory. - Every time old chunk is removed, Meshes are not removed from memory. This is old...

View Article


New Thread sometimes doesnt start

Has anyone experience issue where when you want to run some code in other threads, the threads won run or wont get created when you start the scene (Hit Play in Unity)? I am creating new Thread to...

View Article

Prevent raycast to OnMouseOver() or OnMouseEnter() when mouse over UI

As title says, it there anyway how to prevent Unity firing OnMouseOver() or OnMouseEnter() functions when mouse is over 4.6 UI objects? Note, this cannot be stopped with...

View Article

Strange artifacts on Vertex Color Shader

I am using Vertex Color shader for coloring my generated mesh. I have a problem, when I want to reduce alpha of mesh color, e.g. for water, I get strange artifacts on the mesh. **Here is shot without...

View Article


Best way to handle separate collisions for mouse on all objects?

Hi, this is more of a design question than regular question. I have 3D game, camera is diablo style, top-down. Now, lets say item drops, its small amulet or wood or ring. The player will have problem...

View Article


Asset Bundle big size

I am packing one Scriptable Object instance into asset bundle. On my disk, the scriptable object has 104kb. However, when I pack it into Asset Bundle, the final bundle has size of 4.5MB, why? I am sure...

View Article

uNet - need method that is called before OnStartClient()

Hi, I need to call method to generate level before any **OnStartClient()** is called for on players (even Host). But not sure why **OnStartSever()** is not called first, but host`s **OnStartClient()**...

View Article

Change the easy script for better performance

Hi, I have 200+ objects and I call this script in update function. This decreases my performance a lot. Is there a way how to write it better? I am in 2D. void rotateObject(Vector3 rotationTarget, int...

View Article

2D Spaceship like movement without Rigidbody2D

How would you go about making 2D top down spaceship movement WITHOUT rigidbody2D? You may ask, why not to use it? Well my answer is, because when I have a lot of objects with rigidbody2D (200+), the...

View Article


Max size of scene map

Hi there, I have 2D galaxy generated with 50+ systems. But some systems reach even 100 000 units in coordinates. (So 100 000 Unity units (in Transform) from middle(0,0,0)). Is it good? Or should I...

View Article

Profiler Overhead 90%. What?

What is Overhead? How comes it takes entire 90% (5ms) from the profiler? Is there way how to reduce this horrible number? Will gladly give additional information if needed. I am targeting for PC so no...

View Article


Parenting - performance Question

Is it good for performance to have under one objects parented other 100 objects and under them other 1000 objects? So one parent can have 10000+ objects in it. Will it have impact on performance?

View Article

Two dimensional HashSet/List

I need to have 20 groups in my game. Let's say each group can contain up to 10 gameObjets. But ofc I don't want to do: HashSet group01 = new HashSet(); (HashSet is the same as List) HashSet group02 =...

View Article


Rotate rigidbody2D towards target

I have A lot of gameobjects on scene I need to rotate. They are AI spaceships. However this: Vector3 targetVector = targetPosition - myTransform.position; float angle = Mathf.Atan2(targetVector.y,...

View Article

2D Glow/Bloom effect

Hi there, Is there a way how to do similar glow/bloom effect around Planet to this in Unity3D Free? ![alt text][1] I know I can manually draw it in AI or Photoshop, but that is the last resort, since I...

View Article

Change code at runtime

Does unity have some kind of debug tool? Or when I run the game, change some code, and the game will continue with changes I made WITHOUT resetting all variables and breaking the game. I know it has to...

View Article
Browsing all 131 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>