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...
View ArticleDisable 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...
View ArticleWhen 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"...
View ArticleChange 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...
View ArticleMake 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...
View ArticleWhat 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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