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  • This code demonstrates that accessing Transform directly takes about twice as long as accessing a cached version. d += transform.position.x;
    553 B (71 words) - 11:08, 14 October 2013

Page text matches

  • ...ou. These are helper functions, Math functions, Object classes (GameObject/Transform), and more. These classes were made for Unity. Therefore, they wouldn't be ***Transform
    14 KB (2,338 words) - 20:12, 12 April 2016
  • Transform[] transforms = Selection.GetTransforms(SelectionMode.Deep | foreach (Transform transform in transforms)
    2 KB (194 words) - 20:45, 10 January 2012
  • Axis=transform.position;//defines the starting X position as the desired X position Rotation=transform.eulerAngles;//defines the starting rotation as the desired rotation
    4 KB (570 words) - 20:52, 10 January 2012
  • transform.localScale=new Vector3(1,1,1); transform.eulerAngles=new Vector3(0,0,0);
    28 KB (3,732 words) - 20:47, 10 January 2012
  • * QWER for transform model
    3 KB (470 words) - 00:34, 15 October 2011
  • transform.localScale.x = transform.localScale.y * aspect; transform.localScale = Vector3.one * style.boxScale;
    7 KB (767 words) - 20:52, 10 January 2012
  • ...e]] - This sets the current selection to be the specified class name, e.g. Transform or MyScript.
    4 KB (623 words) - 22:54, 31 January 2014
  • ...s minimal if at all there.''' The majority of graphics cards have hardware transform and lighting, which means they can process ridiculous amounts of polygons p ...ole lot of needless work done there. If you want to deal with an object's Transform, refer to it in your script as such in the first place.
    11 KB (1,810 words) - 22:19, 12 April 2013
  • * ''' Tip #79 – Unity 5 Transform performance ''' ...he c# side, so there should no longer be a performance reason to cache the transform component yourself.”
    21 KB (2,794 words) - 05:23, 17 January 2016
  • for (var currentTransform : Transform in Selection.transforms) // The menu item will be disabled if no transform is selected.
    2 KB (207 words) - 20:53, 10 January 2012
  • [[Category: Transform]] .../Record Selected Transforms'''. Then at any time you can choose '''Custom/Transform Saver/Apply Saved Transforms''' to have the stored position, rotation, and
    3 KB (329 words) - 20:47, 10 January 2012
  • ...ScriptReference/GUITexture.html GUITexture]s, they both must have the same transform, as the pixel insets for the slider widget will be set based on the pixel i // This script requires that the sliderBar and sliderWidget have the same transform
    5 KB (610 words) - 20:52, 10 January 2012
  • Transform[] transforms = Selection.GetTransforms(SelectionMode.TopLevel | Transform newParentTransform = newParent.transform;
    2 KB (276 words) - 20:45, 10 January 2012
  • Transform[] transforms = Selection.GetTransforms(SelectionMode.TopLevel | SelectionMo foreach(Transform transform in transforms)
    1 KB (184 words) - 14:17, 1 June 2012
  • Vector3 wv = mf.transform.TransformPoint(lv); Vector3 wv = mf.transform.TransformDirection(lv);
    11 KB (1,281 words) - 17:21, 7 January 2016
  • ...current selection in the Unity editor to be the specified class name, e.g. Transform or MyScript.
    1 KB (150 words) - 20:45, 10 January 2012
  • var template : Transform; ...s[i].transform = Instantiate(template,transform.position + Vector3.up * 3, transform.rotation);
    4 KB (538 words) - 20:57, 10 January 2012
  • - Paste transform options broken into categories ...ale of the currently selected object in the scene. Then you can paste this transform information into another object. Useful for positioning new prefabs in the
    8 KB (877 words) - 10:15, 28 April 2017
  • public Transform root; public Transform leftHips;
    18 KB (1,860 words) - 20:45, 10 January 2012
  • Transform[] allTransforms = Selection.GetTransforms( SelectionMode.Deep ); //Get all foreach( Transform eachTransform in allTransforms )
    1 KB (142 words) - 20:45, 10 January 2012

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