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Answer by Higgenbothom

First off, it's really hard to debug codeif it's written like this, so I took some time and tabbed everything to their respective places (and changed some code here and there). As for the bug your...

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Answer by Higgenbothom

Well, for starters, you could block out the buildings with some cube primitives, turn of the mesh renderers and check the "Is Trigger" boolean in the "Box Collider" component. Then, you could use the...

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Answer by Higgenbothom

Unity can only lightmap objects that do not move - ever. If this where not the case, you could end up with shadows from an object that is no longer there. To tell Unity you're not gonna move an object,...

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Answer by Higgenbothom

How about you scale everything in your scene down? Unity's measurement sizes are arbitrary, so while the max grass distance is 250 Unity units, it doesn't mean that it's 250 meters as well. If you'd...

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Answer by Higgenbothom

Screenshot #3 is proppabily caused by lightmap bleeding. Try a higher value for padding (not 0, 1 should be enough) and rebake. It will in all likelyhood not solve the rest of your problems, but it's...

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Answer by Higgenbothom

Simply put: you can't. Let me clarify: Mirror's Edge was made in the Unreal engine, and you're working with Unity. It's not the same. Having said that, this not particulary hard look to accomplish....

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Answer by Higgenbothom

Unless you have Unity pro, finding performance "bottlenecks" can be a pain. THe way I reccomend (and what most of us have to do in such a situation), is loading up your scene and turing off one thing...

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Answer by Higgenbothom

Your question has been answered allready. [How to remove unity launcher][1] [1]: http://answers.unity3d.com/questions/483379/how-to-remove-unity-launcher.html

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