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3D model issue when open with unity

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Hello, I used zbrush, substance painter to create this model. After done with everything it looks awesome but when i open it with unity i have this problem. I tried everything but can't find what causing this. I have attached photos. Please help me i beg you all, thank you 1. http://i117.photobucket.com/albums/o43/mongolbaawar/14627753_1218995168138540_1724365304_n_zpsnwpmcuws.jpg 2. http://i117.photobucket.com/albums/o43/mongolbaawar/14787493_1218995158138541_1022022120_o_zps3eyhs7ww.jpg 3. http://i117.photobucket.com/albums/o43/mongolbaawar/14724039_1218995321471858_860151457_o_zps8f8kwddp.jpg 4. http://i117.photobucket.com/albums/o43/mongolbaawar/14625470_1218995214805202_874598330_n_zpsc8fr8qhk.jpg 5. http://i117.photobucket.com/albums/o43/mongolbaawar/14686422_1218995524805171_207674185_n_zpsk09aeyzs.jpg 6. http://i117.photobucket.com/albums/o43/mongolbaawar/14741579_1218995444805179_571580284_n_zpscodshdg4.jpg

LAUNCH PROBLEMS UNITY 3D

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![alt text][1] Hey! i installed this Unity yesterday and this happen... WHAT'S THE PROBLEM HERE? :( Somebody help me // :) [1]: /storage/temp/80343-problem.png

Shader with transparency decrease with thickness?

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I am looking for a Shader, or another method, to show an object where it is effectively transparent at its edges but becomes more opaque the thicker it gets (like towards it center/core). Any ideas?

How do I get an entity's IEnumerator to pause when the entity is seen?

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I've got a villain type who teleports and inches towards the player unless they are seen, but I can't seem to figure out how to make them stop teleporting and moving when they are being rendered. I tried to find a way to use an inverted version of Renderer.isVisible, but couldn't make it work. Here's the teleporter code as-is: void Start () { ballotBits = 0; rb = GetComponent(); StartCoroutine(SlenderWalk()); } IEnumerator SlenderWalk() { yield return new WaitForSeconds(startWait); while (true) { if (ballotBits == 0) { teleDist = Random.Range(startDist.x, startDist.y); } if (ballotBits == 1) { teleDist = Random.Range(firstDist.x, firstDist.y); } //..... if (ballotBits == 7) { teleDist = Random.Range(seventhDist.x, seventhDist.y); } if (ballotBits == 8) { teleDist = Random.Range(eighthDist.x, eighthDist.y); } teleAngle = Random.Range(player.transform.eulerAngles.y+90f,player.transform.eulerAngles.y+270f); PolarToCartesian(teleDist, teleAngle, out teleLoc); rb.transform.position = new Vector3 ( player.transform.position.x + teleLoc.x, Terrain.activeTerrain.SampleHeight(new Vector3(player.transform.position.x + teleLoc.x, 0, player.transform.position.z + teleLoc.y)) + 1.9f, player.transform.position.z + teleLoc.y ); yield return new WaitForSeconds(teleWait); } } public static void PolarToCartesian(float radius, float polar, out Vector2 outCart) { polar = polar * Mathf.PI / 180; outCart.x = radius * Mathf.Cos(polar); outCart.y = radius * Mathf.Sin(polar); } I think that once I know how to pause this It'll be fairly simple to make it work in order to stop them from walking by just applying the same principles to the walking script.

Index out of range in while statement but I can't figure out how.

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Hi, I need help with a while statement in a coroutine that gives me an error code; "ArgumentOutOfRangeException: Argument is out of range. Parameter name: index". The error points to this line: while (selUnit.transform.position != movePath[i].transform.position) What seems to happen is that the while-loop is always triggered the first time (regardless if I feed it 2 identical transform.positions or not), and when yielding back to the while statement it gives the error. Now, I think I grasp the message means (index is out of range for the list movePath), but I just can't see how. movePath needs to be at least 2 items long to get past the if-statement and I've debugged it before and after the loop to make sure. selUnit is not null, and I've made sure by logging it aswell. Any help in explaining why this doesn't work is much appreciated! Here's my code; IEnumerator moveTo(List movePath) { if (movePath.Count > 1) { PlayerInput pInput = GetComponent(); Unit selUnit = GetComponent().selUnit; for (int i = 1; i < movePath.Count; i++) { pInput.selUnit.movePoint = pInput.selUnit.movePoint - movePath[i].moveCost; if (pInput.selUnit.movePoint < movePath[i].moveCost) { Debug.Log("not enough movement points"); pInput.selUnit.storedPath.AddRange((movePath.GetRange(i, movePath.Count - i))); break; } while (selUnit.transform.position != movePath[i].transform.position) { pInput.ismoving = true; pInput.selUnit.transform.rotation = Quaternion.LookRotation(pInput.selUnit.transform.position - movePath[i].transform.position) * Quaternion.Euler(0, 90, 0); pInput.selUnit.transform.position = Vector3.MoveTowards(pInput.selUnit.transform.position, movePath[i].transform.position, moveSpeed * Time.deltaTime); movePath[i].unitOnHex = pInput.selUnit; Destroy(movePath[i].selOnHex); movePath[i].selOnHex = null; if (0 < i) { movePath[i - 1].unitOnHex = null; } yield return new WaitForEndOfFrame(); } } pInput.ismoving = false; } else { Debug.Log("no movepath"); } }

"All Engine Features" in Personal Edition ?

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Hello, I wanted to ask about one thing. Earlier in Unity3D were some methods only available to professional edition. But earlier it was just a personal edition and professional edition. Now when I click on "Personal Edition" in the "Get Unity Now" it says: "All Engine Features" This means that all functions are available to all? -Garrom

"cannot move file" in Unity 5.5 beta collab

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I keep getting this "cannot move file" error in collab. How do I fix it so I can update the project? Thanks!

Getting error please help!

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Getting an error on line 32 please help i do not know why. i need to convert the playerpref into a f to change the sense. using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Characters.FirstPerson { [Serializable] public class MouseLook { public float XSensitivity = 2f; public float YSensitivity = 2f; public bool clampVerticalRotation = true; public float MinimumX = -90F; public float MaximumX = 90F; public bool smooth; public float smoothTime = 5f; public bool lockCursor = true; public float sens; private Quaternion m_CharacterTargetRot; private Quaternion m_CameraTargetRot; private bool m_cursorIsLocked = true; public void Init(Transform character, Transform camera) { m_CharacterTargetRot = character.localRotation; m_CameraTargetRot = camera.localRotation; } void start(){ PlayerPrefs.GetInt ("sens") = sens; XSensitivity = sens; YSensitivity = sens; } public void LookRotation(Transform character, Transform camera) { float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity; float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity; m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f); m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f); if(clampVerticalRotation) m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot); if(smooth) { character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot, smoothTime * Time.deltaTime); camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot, smoothTime * Time.deltaTime); } else { character.localRotation = m_CharacterTargetRot; camera.localRotation = m_CameraTargetRot; } UpdateCursorLock(); } public void SetCursorLock(bool value) { lockCursor = value; if(!lockCursor) {//we force unlock the cursor if the user disable the cursor locking helper Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } } public void UpdateCursorLock() { //if the user set "lockCursor" we check & properly lock the cursos if (lockCursor) InternalLockUpdate(); } private void InternalLockUpdate() { if(Input.GetKeyUp(KeyCode.Escape)) { m_cursorIsLocked = false; } else if(Input.GetMouseButtonUp(0)) { m_cursorIsLocked = true; } if (m_cursorIsLocked) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } else if (!m_cursorIsLocked) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } } Quaternion ClampRotationAroundXAxis(Quaternion q) { q.x /= q.w; q.y /= q.w; q.z /= q.w; q.w = 1.0f; float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x); angleX = Mathf.Clamp (angleX, MinimumX, MaximumX); q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX); return q; } } }

OnMouseDown not working!

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So I'm creating an Inventory system, and it's all set up, the last thing I have to do is make it so I can use the items. So I used OnMouseDown() to detect the clicks, and it won't detect them. I added a box collider and I even tried (out of curiousity) a button, and I made sure that there's nothing before what I'm trying to click on, but none of them worked. I restarted Unity and even remade the script, but still nothing. Does anyone know what's happening? Here's the code: void OnMouseDown () { if (gameObject.name == "Peppy") { InventoryControl.itemclicked = "y"; GetComponent().sprite = GetComponent().empty; Debug.Log ("I have drank the Peppy."); } if (gameObject.name == "Cocola") { GetComponent().sprite = GetComponent().empty; Debug.Log ("I have drank the Cocola."); } }

Program Opens?

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When I have used unity for about 5 hours, then many programs on my computer opens, and my computer is doing weird things like I had a virus. But it only happens when I have used unity for a long time, and it did the same on my old computer, and my working computer and I only have unity and chrome on the working PC.

How to have a dragon breathe fire?

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How would I have a dragon breathe fire and have that fire damage the player? I understand that you would add a collider around the fire, but how do you make the fire?

Terrain texture stretching

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I'm a very new Unity user, and I noticed a problem. When I paint on my terrain, the texture I'm using stretches when it's painted on a steep surface, so it looks more like a bunch of colored lines. This makes it look low-quality and trashy. Help would be much appreciated. Thanks.

Collider population and animation events

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Hello Unity friends, I am experiencing quite an unusual bug that has only recently popped up within my current game. To break it down, I have around five scripts that call something like `xcollider = GameObject.Find("xobject").GetComponent();` in the start and/or awake functions. This method has worked with Unity 5 before and still routinely works with other objects such as scripts. This issue only seems to effect colliders within the Unity Editor. Oddly enough, over the last week or two, I have had continuous issues with these functions (searches) not firing when the scene starts. The really weird part is, it fires when I first get into Unity, but as soon as I edit a script or an animation the Unity Editor will suddenly "forget" to populate these fields. This occurrence happens on multiple game objects and for several different colliders, all with different scripts and calls. This breaks down even further when, causing young-age baldness, colliders that ARE found at Start/Awake will randomly stop working when activated by animation events. The trouble is, neither the code nor the animation events have been touched for a few weeks, so nothing changed within them when this error started to occur. The colliders will enable/disable around 60% of the time, but the other 40% will mysteriously not fire at all. This has no correlation to being in contact with other colliders, characters, entities, or other scripts that my team and I can find. I am wondering if anyone else is experiencing this issue, or if it just happens to be some hidden bug from some other random script in our project that is messing with it. I have poured over thousands of lines of code in the past few days searching for any inconsistencies, but I can't seem to find anything related to this issue. Any help is appreciated and I am sorry for the longer post. TLDR; My colliders wont populate in Unity after the first few minutes and/or when changes are made and they sometimes misfire even when initially found in inspector.

My exe crashed, why did do this?

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the message, Oops! The game crashed. The crash report folder named "2016-10-18_121240" next to game executable. It would be great if you'd send it to the developer of the game! Folder, error.log/ Unity Player [version: Unity 5.4.0f3_a6d8d714de6f] deneme_peter_higgs2.exe caused an Access Violation (0xc0000005) in module deneme_peter_higgs2.exe at 0033:2d6a8c0b. Error occurred at 2016-10-18_123420. F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2.exe, run by render. 81% memory in use. 16327 MB physical memory [2947 MB free]. 32711 MB paging file [13893 MB free]. 134217728 MB user address space [134210276 MB free]. Write to location 00000000 caused an access violation. Context: RDI: 0x9a6dc710 RSI: 0x00000028 RAX: 0x0315f9b0 RBX: 0x7ae9d300 RCX: 0x00000030 RDX: 0x00000000 RIP: 0x2d6a8c0b RBP: 0x00000001 SegCs: 0x00000033 EFlags: 0x00010202 RSP: 0x010eded0 SegSs: 0x0000002b R8: 0x00000001 R9: 0x2d640000 R10: 0x00000000 R11: 0x00000200 R12: 0x0e8ae688 R13: 0x001ef266 R14: 0x00000004 R15: 0x010fe360 Bytes at CS:EIP: 48 89 02 48 8b 87 40 01 00 00 f0 ff 40 08 48 89 Module 1 C:\WINDOWS\SYSTEM32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x0001e000 File Size: 107368 File Time: 2007-04-04_195422 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0 == [end of error.log] == OUTPUT_log.txt Initialize engine version: 5.4.0f3 (a6d8d714de6f) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA Quadro K4000 (ID=0x11fa) Vendor: NVIDIA VRAM: 3039 MB Begin MonoManager ReloadAssembly Platform assembly: F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2_Data\Managed\UnityEngine.dll (this message is harmless) Loading F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain - Completed reload, in 0.261 seconds Platform assembly: F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2_Data\Managed\System.dll (this message is harmless) OnLevelWasLoaded was found on VRCameraFade This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed (Filename: Line: 375) desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0 Initializing input. Failed to create device file: 2 Sistem belirtilen dosyayı bulamıyor. (Filename: Line: 54) Input initialized. Initialized touch support. UnloadTime: 0.494454 ms Setting up 2 worker threads for Enlighten. Thread -> id: b86d4 -> priority: 1 Thread -> id: b86f0 -> priority: 1 [VRDevice] Successfully created device Oculus. RenderNodeQueue Page Allocator out of memory. Maximum allowed memory: 256.0 MB (Filename: Line: 31) Crash!!! SymInit: Symbol-SearchPath: '.', symOptions: 534, UserName: 'render' OS-Version: 10.0.14393 () 0x100-0x1 F:\Executable CERN\Peter Higgs Executable\deneme_peter_higgs2.exe:deneme_peter_higgs2.exe (00007FF72D640000), size: 22413312 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 5.4.0.55511 C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (00007FF9BEDC0000), size: 1904640 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.206 C:\WINDOWS\System32\KERNEL32.DLL:KERNEL32.DLL (00007FF9BCD70000), size: 700416 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\KERNELBASE.dll:KERNELBASE.dll (00007FF9BBFF0000), size: 2215936 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.321 C:\WINDOWS\System32\GDI32.dll:GDI32.dll (00007FF9BE7D0000), size: 212992 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.206 C:\WINDOWS\System32\gdi32full.dll:gdi32full.dll (00007FF9BB290000), size: 1581056 (result: 0), 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C:\WINDOWS\System32\SHLWAPI.dll:SHLWAPI.dll (00007FF9BE810000), size: 335872 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\SHELL32.dll:SHELL32.dll (00007FF9BCF60000), size: 22052864 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.321 C:\WINDOWS\System32\cfgmgr32.dll:cfgmgr32.dll (00007FF9BC2E0000), size: 270336 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\windows.storage.dll:windows.storage.dll (00007FF9BB4D0000), size: 7184384 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.206 C:\WINDOWS\System32\powrprof.dll:powrprof.dll (00007FF9BB230000), size: 311296 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\kernel.appcore.dll:kernel.appcore.dll (00007FF9BB220000), size: 61440 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.0 C:\WINDOWS\System32\shcore.dll:shcore.dll (00007FF9BC230000), size: 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PDB: '', fileVersion: 10.0.14393.0 C:\WINDOWS\SYSTEM32\midimap.dll:midimap.dll (00007FF9AF350000), size: 40960 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.0 C:\WINDOWS\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.14393.0_none_2d0f50fcbdb171b8\comctl32.dll:comctl32.dll (00007FF9B4570000), size: 2592768 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 6.10.14393.0 C:\WINDOWS\SYSTEM32\xinput1_3.dll:xinput1_3.dll (0000000000400000), size: 122880 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 9.18.944.0 C:\WINDOWS\SYSTEM32\SspiCli.dll:SspiCli.dll (00007FF9BAE70000), size: 180224 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.14393.187 ========== OUTPUTING STACK TRACE ================== 0x00007FF72D6A8C0B (deneme_peter_higgs2) CanvasBatchIntermediateRenderer::AddAsRenderNode 0x00007FF72D6CAD76 (deneme_peter_higgs2) CallbackArraySubBase::Unregister 0x00007FF72D6CB709 (deneme_peter_higgs2) CallbackArraySubBase::Unregister 0x00007FF72D6CB96F (deneme_peter_higgs2) CallbackArraySubBase::Unregister 0x00007FF72D69A9A2 (deneme_peter_higgs2) CallbackArrayBase::AnyRegistered 0x00007FF72D6939B8 (deneme_peter_higgs2) Camera::Render 0x00007FF72D695D76 (deneme_peter_higgs2) Camera::RenderStereo 0x00007FF72D6D65BC (deneme_peter_higgs2) IAnimation::IAnimation 0x00007FF72D8C44CF (deneme_peter_higgs2) CallbackArray1::Invoke 0x00007FF72D8C4811 (deneme_peter_higgs2) CallbackArray1::Invoke 0x00007FF72D8C4F3C (deneme_peter_higgs2) CallbackArray1::Invoke 0x00007FF72D9810D0 (deneme_peter_higgs2) IntermediateRenderer::GetLayer 0x00007FF72D9818CA (deneme_peter_higgs2) PlayerMainWndProc 0x00007FF72D984C6E (deneme_peter_higgs2) PlayerWinMain 0x00007FF72DE37F84 (deneme_peter_higgs2) RectT::GetXMax 0x00007FF9BCD78364 (KERNEL32) BaseThreadInitThunk ========== END OF STACKTRACE =========== **** Crash! ****

Rotation of steering wheel on z-axis.

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When I rotate an object, it doesn't rotates in a smooth motion, instead it bends a little side ways(to both sides: Right and Left), during it's rotatory motion. Can anyone help me with this problem?

On screen enemy indicating arrow

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I am working on indicating on screen arrow to point towards the enemy. I have a environment which consist of a player and three gameobject placed at different position on the environment.I need an arrow indicating the gameobject,so that the player can move towards the gameobject in the environment.

How to Give Player Ability to Toggle Visibility of The Wall

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When keyboard 'H' is pressed i want the platformer (wall, roof, floor) become invisible when its visible and become visible when its invisible. Like giving the player ability to control visibility of wall so he can pass through it. Not only wall, the player can also toggle visibility of roof and floor. ![alt text][1] This is what i do so far but the wall become blink when i press 'H'. Sometimes the wall become invisible but sometimes it just blink. public class HideWall : MonoBehaviour { public SpriteRenderer wall; public Collider2D wallCollider; public Effector2D wallEffector; private bool visible; // Use this for initialization void Start () { wall = GetComponent (); wallCollider = GetComponent (); wallEffector = GetComponent (); visible = true; } // Update is called once per frame void Update () { if (Input.GetKey(KeyCode.H)) { wall.enabled = !wall.enabled; wallCollider.enabled = !wallCollider.enabled; wallEffector.enabled = !wallEffector.enabled; } } } [1]: /storage/temp/80405-konsep.png

2D poker Chip Animations (Similar to Zynga)

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I'm trying to make a poker game and was wondering how to do chip animations similar to Zynga when the user places a bet, I initially tried a simple lerp but that just seems too simplistic, another complication is that the amount of chips to animate together are dynamic and in different numbers. Any one have any ideas on how to make those kind of animations?

3rd person weapon equiping

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I'm trying to figure out how I could make the character hold the weapon by the grip. Right now I set the gun position and parent it to the hand bone, but this will place the weapon in a wrong place. this.transform.position = Holder.transform.position; this.transform.rotation = Holder.transform.rotation; this.transform.SetParent (Holder.transform); This is the current code ^ My only idea was to set a gameobject to the exact grip position (for every weapon), and when setting the weapon position I would calculate the proper setting position (by getting the distance between the grip and gun centre pivot and adding it to the original position setting vector). This way it is dynamic and would work for every weapon (which has the grip empty gameobject). I'm not sure if it's a good way to do it though. This is how it holds the weapon right now. ![alt text][1] [1]: /storage/temp/80419-ieqtfwc.png

Wrong rotation / position / scale when exporting FBX from Blender

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This is a Q/A, if you already know the problem skip to the answer :) Let's say you have made a model in Blender. Something beautiful like this: ![alt text][1] You have finished it and export it to *.fbx format. But the import in Unity actually looks like this: ![alt text][2] - The Scale is wrong. (It's 100. If the cube was 1 unit in Blender, you want it 1 unit in Unity!) - There is some weird rotation on the X Axis. (-90° why?) - Even if you remove the X rotation it's completly wrong in place and rotation. - When you have multiple meshes in one model they are at the wrong places too Wouldn't it be nice to have the model just as you have created and can see it in Blender? Who cares for the Axis names, if you stack 2 boxes above each other in Blender you want them to be the same way in Unity right? [1]: /storage/temp/80410-inblender.png [2]: /storage/temp/80412-inunity.png
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