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Answer by Kay for How to preserve changes made in AppController.m
Go to File / Build Settings (CMD+SHIFT+B) and hit Build or Build And Run. After selecting an already existing directory Unity3D asks you if you want to replace the existing files or append. Append means that the changes you made are preserved. Hitting CMD+B for building automatically appends. You find more information in the Unity3D manual under Publishing Builds, look for iOS. Anyway it's a good idea to use a source code control system, because after major version updatesof Unity3D you need to make your changes again.
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Comment by Kay on UIApplicationDelegate methods not being called
I am sorry, I haven't used it so far.
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Answer by Kay for UIApplicationDelegate methods not being called
There is only one UIApplicationDelegate allowed per app. When Unity3D builds your application for iPhone player a class AppController is generated which acts as interface. This class is the place for inserting your code to call RegionMonitoringPlugin.
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Comment by Kay on Unity iPhone app size is too big
As stated in the manual (s. link) an empty project of 13 MB can be reduced to 6 MB with all optimisations turned on. Anyway, Apple has increased the limit for purchases over cellular networks up to 50 MB. See: Higher Limit for Over-the-Air Downloads. So you can lean back and focus on performance tuning :-)
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Answer by Kay for Unity iPhone app size is too big
If you have the Unity Pro iPhone Pro license you could change the stripping level to use micro mscorlib. Read Optimizing the Size of the Built iOS Player for more information. In XCode the GCC 4.2 Code Generation / Optimisation Level should be Fastest, Smallest (-Os) - Unity3d will do that for your release builds in general. Another point of interest are textures, audio and other resources. If you don't need iPad resolution you might be able to reduce the size of your images. Check that all your images comply with the POT rule (Power Of Two) i.e. 128x128, 256x256, ......
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Comment by Kay on Pause game and score counter without timescale = 0
Yes. Or move the counter incrementing code to another place that is not executed while pausing.
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Comment by Kay on Pause game and score counter without timescale = 0
So it rather appears to be a design problem. You can decouple the counter from gui by creating a separate class with a getter and an increment function. While gui.text just reads the current value, the increment function is called from whereever your game logic happens.
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Comment by Kay on Pause game and score counter without timescale = 0
What kind of GUI objects? I use timescale = 0 for my pause menu that is build in OnGui
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Comment by Kay on Pause game and score counter UNITY3D
What kind of GUI objects? I use timescale = 0 for my pause menu that is build in OnGui
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Comment by Kay on unity scrolling in GUI.Box
Your icon shows 0% accept rate. That means you have posted several questions but never accepted an answer s. FAQ. If all the answers were not helpful, then this is alright. But if there were useful answers, you should mark them as accepted to help others having similar problems. People with low accept rates will hardly get an answer for new questions, because potential experts think it's not worth the effort. Think of Stack Overflow as a little game where you try to beat your own high score :-)

