Answer by demonpants
I did a lot more Googling and found the solution. The issue is that the scene uses the touch before it can get to my OnSceneGUI function. You can have a look at this post:...
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Yup, the JIT error is for sure caused by those multidimensional arrays. I had the same issue with my game. You could probably fix it by using non-dynamic arrays (int[][][][]) but as a Java guy I was...
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I was not using any reflection or any other sneaky stuff, and I also was not using dynamic types anywhere. However, I was getting this issue as well. The problem came down to dynamic arrays, like this:...
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I reinstalled Unity and that seemed to fix it. I believe because I built on both .5f and .7f was causing this issue, despite erasing all projects etc.
View ArticleAnswer by demonpants
My solution is to keep the objects separate in the level editor and the Unity scene, then when the level is loading up for the player combine all the meshes. It's fast enough that it doesn't increase...
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What I'm doing is using Unity's closestPointOnBounds to get a direction from my target to the collider, then doing a raycast from there to get the specific point. This works well enough for my...
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I've fixed it. It was a pain. FYI, I have both Google Play and GameCenter plugins installed, and I want neither showing up in my iOS project. Here are instructions: 1) Go into Assets/Plugins/iOS and...
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I fixed it! But I don't even know how, exactly. I think my problems were stemming from two things: First, I was using GetComponentsInChildren() to show parts of my UI. This would cause the behavior...
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I'm having the same issue. Awesome. I'm using 5.3.1p2. Guess I'll try making a bug report...
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So here's how I did it: 1) Create the hierarchy of what you want in your layout system. Make all those layout elements empty rect transforms (maybe with aspect fitters or layout elements or whatever...
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Welp, I figured it out. Turns out that going between rooms causes the camera to move, and the prefab with the sound in it doesn't move. Even though I have a massive falloff for my AudioSource, it still...
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