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  • When the texture script is attached to a primitive object, you can flip the movie rightside up by attaching a material and cha
    6 KB (764 words) - 15:39, 25 February 2013
  • [[Category: Primitive]]
    2 KB (229 words) - 20:45, 10 January 2012
  • ...ake a compound collider by adding additional objects, which have their own primitive colliders, as children of the enemy object. Thus you could build a collide ... convex mesh collider, since it won't activate the wall triggers, unlike a primitive collider. Thus it's a bit slower, since when Check In Update is not select
    8 KB (1,381 words) - 19:30, 19 October 2009
  • [[Category: Primitive]]
    16 KB (1,589 words) - 10:00, 21 June 2015
  • ...at holds a single value. This object is then passed by reference, and the primitive value is set to its val property. // If the key value is not an array or a hashtable, then it's a primitive value that we can easily write over.
    24 KB (3,436 words) - 20:52, 10 January 2012
  • ... since built-in arrays can be significantly faster than generic Lists for primitive types (up to 5X faster), it's a good idea to use them when you need the bes
    29 KB (4,404 words) - 21:47, 2 February 2015
  • ...stem to allow Unity to import colliders directly, so with this, you create primitive-shaped meshes externally, and then the meshes are deleted via this script, ...ins the name "box", "sphere", or "capsule", in your Hierarchy selection, a primitive collider of the type that matches the name will be added to the scene, in p
    9 KB (1,413 words) - 18:53, 18 October 2013
  • [[Category: Primitive]] ...he inside is visible. Set both outside and inside to create a double-sided primitive.<br />
    8 KB (1,008 words) - 20:45, 10 January 2012
  • ...tion is already built into Unity. Just hold down "Shift" when you select a primitive collider (Sphere, Box, Capsule). This will show small green handles at the
    10 KB (1,037 words) - 15:41, 22 February 2013
  • ...ch public variable or read/write property in any type you can throw at it. Primitive types like string, int, float and enums can be automatically serialized.
    11 KB (1,375 words) - 15:54, 14 November 2013
  • *[[ProceduralPrimitives]] - Codes to procedurally create custom primitive meshes.
    11 KB (1,614 words) - 23:45, 14 November 2018
  • *[[Mesh2Collider]] - Use an external 3D app to model and place primitive colliders.
    16 KB (2,352 words) - 22:39, 5 November 2018
  • Use those scripts to procedurally create primitive meshes, with custom parameters. More to come later. If anyone has the code
    25 KB (3,034 words) - 16:34, 26 October 2014
  • # A quad primitive (our basic "player") Create a new C# script, name it PlayerController, and add it to the Quad primitive.
    12 KB (1,705 words) - 21:43, 5 November 2014
  • * A quad primitive, at (0,0,0)
    6 KB (760 words) - 17:57, 4 June 2014
  • ...l script would turn the name into a lowercase string and compare it to the primitive names. In this case the enemy would have its meshrenderer and filter remove
    11 KB (1,235 words) - 20:25, 19 June 2014
  • Rebuild the entire previously created geometry using as many primitive shapes as possible.
    8 KB (1,314 words) - 18:42, 27 June 2014
  • [[Category: Primitive]]
    8 KB (966 words) - 16:48, 26 October 2014

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