Answer by Graham Dunnett
At run time use `QualitySettings.GetQualityLevel()` to get the quality level, then early-out the script code that implements the effects. For example, the OnRenderImage() in Bloom.js checks to see if...
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You need to embed that function into a c# script, which derives from MonoBehaviour.
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Guess it means that the Unity 4.6 beta doesn't support Xcode6. (Sounds like the plugin that allows Unity to talk to Xcode hasn't been updated. It'll come in time.)
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Unity doesn't parse image metadata. Once the texture has been imported into Unity it's no longer a jpeg. So, if you need to read the meta data, do it as an editor extension or in an external tool.
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The web player has no access to the hard drive of the computer where it is running, so it's not possible to use `GetFiles()`.
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Unity has run out of memory. You will need to reduce the amount of memory used. First step, reboot the machine and restart Unity. If Unity continues to crash, perhaps save the project, and then resize...
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Do you have a Mycustomlogo.png on the server? I have: var config = { width: 960, height: 600, params: { backgroundcolor: "A0A0A0", bordercolor: "000000", textcolor: "FFFFFF", logoimage: "gjd2.png" } };...
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http://answers.unity3d.com/questions/808499/is-deploying-on-linux-64-bit-working-corrupted-fil.html
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Dlls in Unity are called plugins, and need to live in a folder called Plugins. See: http://docs.unity3d.com/Manual/PluginsForDesktop.html
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Yes. The script defines a class, and dropping that onto multiple game objects instantiates the class.
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public string stringToEdit = "Hello World"; public TextMesh textmesh; void OnGUI() { stringToEdit = GUI.TextField(new Rect(10, 10, 200, 20), stringToEdit, 25); textmesh.text = stringToEdit; }
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Use `WWW` to get the data from the web server, then write some code to mine the values from the text that is returned. If you own the server, then write the page using PHP or something like that, and...
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You will need to use a font that has the TL glyph. See: http://evertype.com/fonts/rupakara/ for example.
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You're not passing a float to `Mathf.Clamp()`. Your first argument is a `Vector3`.
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You'll need to re-download all of Unity. (I'm not sure why you say Monodevelop didn't download with Unity.)
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Unity usually tries to unpack the package into a Temp folder at the root of the Project. So, Temp is a peer of Assets. Inside this temp folder will be a folder called Export Package and inside that a...
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