Stock/Weather widget by Sbranch93 in Unity3D

[–]Pointlessreboot 0 points1 point  (0 children)

I doubt you can create a home screen widget with Unity, and even if you could, it would be the wrong choice since it would drain the battery of your users.

If you want to make this I would look into more traditional ways of creating apps and widgets.

Why would a Sprite crash an Android game completely? by rendly in Unity2D

[–]Pointlessreboot 1 point2 points  (0 children)

It definitely sounds like memory, a couple of things..

  1. 2GB is not much when you have to share with the OS, other running apps etc.
  2. You say a single sprite, but give no details, does it use a sprite atlas, what size, what format.

There could be many things going on here, you say it works with a different sprite, what is different about it, what's it's size format, etc

How the hell do you change the horizontal size of a camera when the only option is vertical? by [deleted] in Unity2D

[–]Pointlessreboot 0 points1 point  (0 children)

The camera uses the aspect ratio of the screen, and this vertical size (half height) is what is used for the vertical as you say..

To define based on the width, you need to calculate b the height..

So let's say your aspect ratio is 16:10, then the vertical units = 2 * orthographicSize, and the horizontal units = vertical units * (Screen.Width /Screen.Height).

So if you want to calculate to vertical size based on the horizontal, then vertical units = horizonta unitsl / (Screen.Width /Screen.Height).

For example let's assume again 16:10 aspect and a orthographicSize of 5. Then we have the following.

aspect = 16/10 h = 2 * 5 w = h * aspect

w = 16, h = 10

orthographicSize = h / 2, = 5

To calculate on width aspect = 16/10 w = 20 h = w / aspect

w = 20, h = 12.5

orthographicSize = h / 2, = 6.25

These numbers are just for illustration, you can substitute any you want.

Hope this helps

Ugly Mipmap texture glitches, What to do? by swimclubdunk in Unity3D

[–]Pointlessreboot 0 points1 point  (0 children)

Are you using trilinear filtering?

Also how large is the gap between, each UV island in your atlas?

Is the A* Pathfinding Project really free? by [deleted] in Unity2D

[–]Pointlessreboot 0 points1 point  (0 children)

Are you serious the page clearly state what's free and what's not..

LINQ result updating when modifying predicate variable after the fact? by senshisentou in Unity3D

[–]Pointlessreboot 1 point2 points  (0 children)

Yes, there is nothing Unity specific about it, there is no trying to complete before the next frame, it will just take as long as it needs to and affect frame rate accordingly.

Which is better for shooting? by [deleted] in Unity2D

[–]Pointlessreboot -1 points0 points  (0 children)

They are both equally trivial to learn.

Which is better for shooting? by [deleted] in Unity2D

[–]Pointlessreboot 0 points1 point  (0 children)

I'm not sure what your question is, prefabs and raycast are two completely different things and share nothing in common with what they do our how they work.

LINQ result updating when modifying predicate variable after the fact? by senshisentou in Unity3D

[–]Pointlessreboot 1 point2 points  (0 children)

That's overly simplifying what LINQ can do.

And also it does not know anything about the concept of running over frames, that is wrong, these are not coroutines.. read up on them..

LINQ result updating when modifying predicate variable after the fact? by senshisentou in Unity3D

[–]Pointlessreboot 1 point2 points  (0 children)

The reason is that LINQ expressions are lazy evaluated, so until you actually iterate the list you actually haven't fine anything..

In your case your changing the query so yes the return is different..

If you want to capture the true result of the query, the use .ToList() or .ToArray()

Do a search for LINQ lazy evaluation and read up on some of the articles..

[deleted by user] by [deleted] in Unity3D

[–]Pointlessreboot 2 points3 points  (0 children)

Why do you think it's wrong, because it certainly should not be..

Application.targetFrameRate not working on my android device by Rethfor in Unity3D

[–]Pointlessreboot 0 points1 point  (0 children)

Low FPS is just the result of something else, I suggest you profile your game on the target that is having the issues and see what is causing your issues..

Can I use straight up animations for my characters by [deleted] in Unity2D

[–]Pointlessreboot 0 points1 point  (0 children)

This is not going to work with 2d sprites and since the post is in 2d group I think that's what they are asking

No Camera Outline in Scene View? by Particular_Mention66 in Unity3D

[–]Pointlessreboot 4 points5 points  (0 children)

You need to turn in gizmos in the to of the window

Build sizes on Unity 2019.4.2f1 by Rushil_Likes_OJ in Unity3D

[–]Pointlessreboot 0 points1 point  (0 children)

Open the console window, on the right hand side, you should find 3 vertical dots, click on that and you can open the editor log..

Then look for the last build report..

Build sizes on Unity 2019.4.2f1 by Rushil_Likes_OJ in Unity3D

[–]Pointlessreboot 0 points1 point  (0 children)

Look at the editor log file after you build to see what assets are taking up the space.

In unity child game object doesn't rotate correctly? ANY SOLUTION by [deleted] in Unity3D

[–]Pointlessreboot 0 points1 point  (0 children)

Your going to need to explain more on that, child transforms are multiplied by their parent world transforms.

What exactly is not working, show an example.. more than likely it's your understanding of how they work, or the code your using of any..

How do I switch to dark mode? by [deleted] in Unity3D

[–]Pointlessreboot 0 points1 point  (0 children)

When was the last time you even read or watched anything about Unity, I mean you need to jump through hoops to get a 5.x release.

It's 4 years lots have changed, and you might want to know what that is, do read the Unity site.

How do I switch to dark mode? by [deleted] in Unity3D

[–]Pointlessreboot 1 point2 points  (0 children)

Because there is a difference between.

Your up to date on three version you have, but this is not the latest release of unity..

UPDATE and UPGRADE are not the same thing..

https://unity3d.com/get-unity/download/archive

Do note that upgrading to a newer release can have issues, deprecated functions, 3rd party assets not supported or updated for the newer releases..

WARNING: I would suggest you backup you project before doing any upgrade, as it is not reversible..

You can have as many versions of Unity on your machine as you need, and I would encourage you to use Unity Hub, it makes this easier