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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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

For me it was just now enough storage on disk. Cleaned it the problem was solved.

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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

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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Answer by KirillKuzyk

You have 4 errors in Console. Pless on a button with label '4' to reveal them in Console.

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Answer by KirillKuzyk

You can't Instantiate MonoBehavior separately from GameObject. Please Instantiate the whole GameObject and then call instantiatedGameObject.GetComponent();

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Answer by KirillKuzyk

You can set ARPoseDriver.enabled to false and it will stop camera motion. AR tracking will not be stopped though.

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Answer by KirillKuzyk

Yes, ARCore and ARKit support adding images at runtime....

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Answer by KirillKuzyk

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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Answer by KirillKuzyk

Scale the ARSessionOrigin object. Here is a good explanation: https://forum.unity.com/threads/scaling-with-arfoundation.543953/

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