Recent Internet Postings
List of recent postings made by us in internet fora and Q&A sites outside from www.scio.de.
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Answer by Kay for In Unity3D is it possible to keep the Scene view focused when hitting Play?
The game scene can't be closed while running the game. But I found a little workaround: You can detach the Game view into a separate window make it as small as possible and position it near the play button like this: Now after you hit the play button just click into the empty area left from the play button as soon as the game view gets the focus. It's faster than running with your mouse to the tabs. On the other side if you are a keyboard junkie like me hit CMD+P, CMD+< on Mac or the equivalent on Windows.
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Comment by Kay on Rotation in Unity3D
I agree it's a pretty good and very valuable resource, and I'm posting there from time to time but I don't like their reputation system: An accepted answer is worth 0 points. Maybe a bit childish but spending every day 15 minutes something on answering is little bit like the game I'm developing :-)
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Answer by Kay for Rotation in Unity3D
transform.rotation retrieves a Quaternion. Try transform.rotation.eulerAngles.y instead.
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Comment by Kay on iOS/Android Device orientation (pitch, yaw, roll). Is it better with accelerometer or gyroscope?
I totally agree :-) I just updated my answer because I forgot one important aspect - the requirements.
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Answer by Kay for iOS/Android Device orientation (pitch, yaw, roll). Is it better with accelerometer or gyroscope?
First of all if you don't have a huge installed base of 3GS users but write a new app, don't care about old hardware. IMO it doesn't make sense from an economical point of view but will shrink your number of alternatives in system architecture. What you are looking for is called sensor fusion. Doing this consequently requires some heavy math like Kalman Filters etc. The good news is that it exists on iPhone (Core Motion) and AFAIK on Andriod as well (sounds like it is in Sensor fusion implemented on Android?). I don't know much about appcelerator aside from the...
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Answer by Kay for when to use self.property in init methods in objective-c, how to initialize arrays in init methods
I would recommend self.name = aName; in most cases because this takes advantage of the generated setter and thus the retain count is incremented implicitly. That means your reference is safe whatever the caller of init will do afterwards with aName. The same applies to the dealloc counterpart: just write self.name = nil; and your done. Things are different if you are supplying NSMutableString because changes inside of your class will affect other classes' references to this. But from design view mutable strings should be used as paramters only if it's your intention that they are manipulated. self.object = anObject;: Well...
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Answer by Kay for Resources.LoadAssetAtPath() not working in Unity3D WebBuild
You should use Resources.Load (or Resources.LoadAll) to load assets at runtime. Make sure that your resorces are located under Assets/Resources (subdirectories are supported). LoadAssetFromPath is meant to be used for your own editor extensions only. Citing from script reference for LoadAssetAtPath: This function always return null in the standalone player or web player. This is useful for quickly accessing an asset for use in the editor only.
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Comment by Kay on Integrating Unity with Eclipse - Communication?
Please fix your accept rate
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Answer by Kay for Unity3d moving object (cube) simple physics
If you can live with a capsule collider I suggest using a character controller. There you have gravity enabled and reacting to non-trigger collidersa as well as some convenience features like configuring up to which angle your player can walk up at an inclined plane. Moving is accomplished by functions Move and SimpleMove.
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Answer by Kay for load local asset bundle through www
It's similar to mobile development like in How to access Unity assets natively on Android or iPhone? That means your Bundle folder has to located in Assets/Resources.

