Answer by duhprey
I have some self-righting code in my game here: http://www.tosos.com/ShooterMark2.html so you can see how it works (just start single player wasd to move and mouse to shoot. Blow up one of the...
View ArticleAnswer by duhprey
The way I do this is to instantiate everything (or almost everything) via a script and then create one Empty game object and attach the startup script to that.
View ArticleAnswer by duhprey
If I understand correctly, then I think the problem is simply that it's a black material. If you think about it in code lighting looking something like this: ColorOfLight * ColorOfMaterial. If you're...
View ArticleAnswer by duhprey
Oh! Found the answer here. http://docs.unity3d.com/Documentation/Manual/LightmappingUV.html Unity will use UV2 for lightmaps, if the channel is present. Otherwise it will use primary UVs.
View ArticleAnswer by duhprey
I have some self-righting code in my game here: http://www.tosos.com/ShooterMark2.html so you can see how it works (just start single player wasd to move and mouse to shoot. Blow up one of the...
View ArticleAnswer by duhprey
The way I do this is to instantiate everything (or almost everything) via a script and then create one Empty game object and attach the startup script to that.
View ArticleAnswer by duhprey
If I understand correctly, then I think the problem is simply that it's a black material. If you think about it in code lighting looking something like this: ColorOfLight * ColorOfMaterial. If you're...
View ArticleAnswer by duhprey
Oh! Found the answer here. http://docs.unity3d.com/Documentation/Manual/LightmappingUV.html Unity will use UV2 for lightmaps, if the channel is present. Otherwise it will use primary UVs.
View Article