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Make a shader that only renders objects behind another object

My question is very similar to this one: http://answers.unity3d.com/questions/590800/how-to-cullrender-to-through-a-window.html I need the same effect except that I don't want to draw objects before...

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Disable the "close" button of an EditorWindow

I have two linked EditorWindows, the main one (some kind of table view) calls and keeps a reference of the second one (an inspector) inside the OnEnable method. Both windows are closed with the main...

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When does ScriptableObject OnDestroy is called ?

Modifying a ScriptableObject through the Editor, I can't make **OnDestroy** method output anything. **OnEnable** and **OnDisable** are working fine ("enable" after creation/compilation and "disable"...

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Change an EditorGUI ObjectField's style

Is there a way to change the Style of an EditorGUI ObjectField ? Both EditorGUILayout.ObjectField() or EditorGUI.ObjectField() doesn't seem to have an overloaded method to pass a specific style. Is...

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Make a shader that only renders objects behind another object

My question is very similar to this one: http://answers.unity3d.com/questions/590800/how-to-cullrender-to-through-a-window.html I need the same effect except that I don't want to draw objects before...

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What name for a "Global" object ?

I have a global object let's call him "Global", it is created once and set as persistent through all the scenes with `DontDestroyOnLoad(transform.gameObject);` in it's Start method. it holds an API and...

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