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Answer by Jeff_B

No, transparency in Unity must be done by animating the alpha of the material(s). And, currently there is a bug that will not allow color/alpha animation in the Legacy Animation editor. (Much reported...

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Answer by Jeff_B

As mentioned above... But: review the Wikipedia article. You'll see that rotation in any 3D program (not just Unity) is a very difficult bit of maths, and prone to "unsolvable" situations when using...

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Answer by Jeff_B

Just getting started with Unity here, but I'm having similar issues with water of all sorts. I need a large water surface (~1000 x 2000 'meters') and all the ways I have tried scaling make the textures...

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Answer by Jeff_B

Looking forward to a solution too (!) I'm trying to get a large (1000 x 2000) water surface to work... no luck yet.

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Answer by Jeff_B

"Since a GameObject is by definition a GameObject, the type can't be anything other than GameObject." Oddly, that is actually helpful and gets a +1 from me -- I needed the repetition to help with an...

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Answer by Jeff_B

Hellium fixed it for me. I added one line and now the following "fade in" line works! : (...) faderGraphic.canvasRenderer.SetAlpha(0.01); faderGraphic.CrossFadeAlpha(1.0, fadeSpeed, false); (...)

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Answer by Jeff_B

check the last line in the ClampAngle function: Mathf.Clamp (....) That is what does the limit to rotation.

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Answer by Jeff_B

No, transparency in Unity must be done by animating the alpha of the material(s). And, currently there is a bug that will not allow color/alpha animation in the Legacy Animation editor. (Much reported...

View Article


Answer by Jeff_B

As mentioned above... But: review the Wikipedia article. You'll see that rotation in any 3D program (not just Unity) is a very difficult bit of maths, and prone to "unsolvable" situations when using...

View Article


Answer by Jeff_B

Just getting started with Unity here, but I'm having similar issues with water of all sorts. I need a large water surface (~1000 x 2000 'meters') and all the ways I have tried scaling make the textures...

View Article

Answer by Jeff_B

"Since a GameObject is by definition a GameObject, the type can't be anything other than GameObject." Oddly, that is actually helpful and gets a +1 from me -- I needed the repetition to help with an...

View Article

Answer by Jeff_B

Hellium fixed it for me. I added one line and now the following "fade in" line works! : (...) faderGraphic.canvasRenderer.SetAlpha(0.01); faderGraphic.CrossFadeAlpha(1.0, fadeSpeed, false); (...)

View Article

Answer by Jeff_B

check the last line in the ClampAngle function: Mathf.Clamp (....) That is what does the limit to rotation.

View Article

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