Browsing articles tagged with " script"
Dec
2
2014

One liners: Simple Pause

Simple pause script for quick testing: – When P key is pressed, Time.timeScale value is toggled between values 0 (pause) and 1 (default) How to use: – Create new script file (c#) – Name it as “PauseMode” – Copy & paste the contents below (or […]

Nov
12
2014

using Visual Studio Community 2013 (Free) with Unity

“Visual Studio Community 2013 A Full-Featured IDE – FREE” (link) Some notes what it took to make it work (was pretty easy) Installing Visual Studio Community 2013 (FREE!) –    Download: http://www.visualstudio.com/en-us/products/visual-studio-community-vs –    Install (you can leave out those extras) –    Restart –    Start visual studio […]

Nov
12
2014

Draw Munching Squares

Converted this php script into unity, while trying to keep it similar to original code.. again some difference in the output but close enough.. http://rosettacode.org/wiki/Munching_squares#PHP   Source c# (MunchingSquares.cs)    

Mar
27
2013

Editor Mesh Helper Gizmos

Started making a mesh helper editor script. Should be useful to see the mesh details easily.. Current features: – Display selected object details (DrawGizmo) – Draw green boxes on vertex locations (Handles.DotCap) – Display vertex number and UV info (Handles.Label) – Label position is affected […]

Jan
26
2013

Save Mesh Created by Script in Editor PlayMode

Saving meshes (which were created by script)  in editor playmode was surprisingly simple, http://docs.unity3d.com/Documentation/ScriptReference/AssetDatabase.CreateAsset.html   Updated version: This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden […]

Feb
25
2012

Mesh Box Reference : Vertices / Triangles / UV / Normals

Mesh Box Reference Image If you want to build a simple mesh box with scripts in Unity, this kind of image helped me to understand how it works.. Also have a look of the ChunkRender example, how it builds the mesh by adding 4 vertices […]

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