Answer by KirillKuzyk
maybe its too late but I leave the code here. Works for prefab references and for any component via component context menu [MenuItem("CONTEXT/Component/Find references to this")] private static void...
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I've posted the answer here http://answers.unity3d.com/questions/321615/code-to-mimic-find-references-in-scene.html#answer-933352
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You could write a custom editor window and do like so: if (GUILayout.Button("Open Player Settings")) EditorApplication.ExecuteMenuItem("Edit/Project Settings/Player");
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I finally found the solution! Thanks to this blog post: http://code.tutsplus.com/tutorials/how-to-add-your-own-tools-to-unitys-editor--active-10047 using UnityEditor; using UnityEngine;...
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I finally found the solution! Thanks to this blog post: http://code.tutsplus.com/tutorials/how-to-add-your-own-tools-to-unitys-editor--active-10047 using UnityEditor; using UnityEngine;...
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Hey! Here is a script you need! Forum post here: http://forum.unity3d.com/threads/access-lighting-window-properties-in-script.328342/#post-2669345 using System; using System.Reflection; using...
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For me it was just now enough storage on disk. Cleaned it the problem was solved.
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I was wondering how to move folders with AssetDatabase.MoveAsset() for a long time. Finally, I have an answer. To do this, you need to create a destination folder hierarchy. For example: This code will...
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In unity 2017.1 LogEntries are located in UnityEditor namespace, not in UnityEditorInternal. So you should use this code from now on: using System.Reflection; public static void ClearConsole() { var...
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I had the same issue with unity 5.6.1 regardless of the scene size. I managed to get rid of it with these settings: ![alt text][1] [1]: /storage/temp/101014-lmgp3pqcrpllj2.jpg
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If you don't use Submit, Cancel etc., you can add an empty entry into InputManager and your error will be fixed.
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The same exact issue for me! I followed tutorials precisely, uploaded the build to itunes connect with no errors. BUT. I can't run the game locally. When I try to launch the game, Appstore credentials...
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Both LineRenderer and TrailRenderer have a property TextureMode. Set it to Tile or RepeatPerSegment to achieve a dotted or dashed line.
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Both LineRenderer and TrailRenderer have a property TextureMode. Set it to Tile or RepeatPerSegment to achieve a dotted or dashed line.
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I developed a plugin that solves this need. It is constantly evolving and support of new AR features is constantly being added. Please check the 'Suported AR subsystems' section. AR Foundation is very...
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If there is a chance you can upgrade your project to Unity 2019.2 or newer, there is a plugin I wrote to remotely test AR in Editor. It relies on AR Foundation v3.1.3 and supports ARCore. While the...
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Both ARKit and ARCore relies on feature points to detect planes. A feature point is a point with high contrast (texture details, edges, corners, etc.). If your wall is of solid color of lacks feature...
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XRSessionSubsystem has a trackingState property. This way you can know if tracking state is limited or tracking. If you want to know the reason why your session is not tracking, there is a...
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Unity translates these calls to the first touch on mobile: Input.GetMouseButtonDown(0), Input.GetMouseButton(0) and Input.GetMouseButtonUp(0) . So you can think of it as a common interface if you're...
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There is no simple solution to this problem. The cleanest solution I came up with is to write a wrapper around `UnityEngine.Input` class. I implemented only the most common functions, but you can add...
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I would recommend using Image Tracking with QR codes (or any other distinct images). This way you can place your images in the real world and match their location with virtual space.
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Here is an up-to-date remote plugin for AR Foundation that supports Face Tracking and ARKit Blendhapes. It's paid, but that means it will be maintained and supported in the future....
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You have 4 errors in Console. Pless on a button with label '4' to reveal them in Console.
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You can't Instantiate MonoBehavior separately from GameObject. Please Instantiate the whole GameObject and then call instantiatedGameObject.GetComponent();
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You can set ARPoseDriver.enabled to false and it will stop camera motion. AR tracking will not be stopped though.
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There is no way to convert a regular model into arobject file. arobject files can be only built with a scanning app from apple. https://stackoverflow.com/a/51599879/1951038
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Scale the ARSessionOrigin object. Here is a good explanation: https://forum.unity.com/threads/scaling-with-arfoundation.543953/
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