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geckoo last won the day on April 1

geckoo had the most liked content!

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About geckoo

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    Суета сует и погоня за ветром

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  1. geckoo


    Thank you for your answer. Do you mean that each float number use the same 32-bit system? 3.14f and 3.14159265359f have no difference for CPU ressource?
  2. geckoo


    Hello friends. I have a question about Mathf.PI - The infamous 3.14159265358979 as said Unity main page information : https://docs.unity3d.com/2017.3/Documentation/ScriptReference/Mathf.PI.html I read somewhere that using long float numbers wastes some CPU ressources. I don't know if it is a bullshit or a fact which has been proved. In my project which is essentially a procedural shapes generation I use often Mathf.PI - an infinite float number. Do you think that I have to change it for something shorter like 3.14 or there is no real incidence? Thank you for your advice. I really appreciate it. Have a nice weekend ++
  3. Nice. I know that an extrem fisheye allows to create a similar effect. Yours is good ++
  4. geckoo

    A dog?

    Maybe it's a joke for the first day of April - or this is a real feature under Unity. I don't know There is a dog as a primitive prefab : https://docs.unity3d.com/Manual/PrimitiveObjects.html#Dog Take a look at the script below ++
  5. geckoo

    Broken car project

    Contact author
  6. geckoo

    Array of arrays

    Don't be sorry boy. As I said you really helped me - and I have to do the work ++
  7. geckoo

    Array of arrays

    I tested you code today and it doesn't work as expected because there is a little mistake. You used the same lenght for all arrays (even the main). allSequences.Lenght is not allSequences[sq].Lenght - for each sub arrays... However you helped me so as to enlighten this part. Thank you ++
  8. geckoo

    Array of arrays

    Ok. Thank you for your explaination. I have no time today - I will test it tomorow ++
  9. geckoo

    Array of arrays

    Hello. I need to create a double loop - one for each segment, reading each integer inside them. [0] [0] do something (checking lenght) [0] [1] do something (checking lenght) [0] [2] do something (checking lenght) [0] [3] do something (checking lenght) - it read all integers [1] [0] do something (checking lenght) [1] [1] do something (checking lenght) [1] [2] do something (checking lenght) [1] [3] do something (checking lenght) - it read all integers [2] [0] do something (checking lenght) ... etc etc - until it read all sequences To do simple, I want to read all sequences as a single line, starting at [0][0] to [3][3]. I don't understand how I can increment for each array(s) its index. Thank you ++
  10. Are they animated? Are you using mecanim? T-Stance position is required ++
  11. geckoo

    Array of arrays

    Again me. This part of code is driving me crazy. I didn't understand something and I cannot find any efficient answer on Unity forums. I did : int[] seq0 = new int[] { 1, 2, 3, 4 }; int[] seq1 = new int[] { 5, 6, 7, 8 }; int[] seq2 = new int[] { 1, 3, 2, 1 }; int[] seq3 = new int[] { 5, 4, 3, 2 }; int[][] allSequences = new int[][] {}; allSequences = new int[][] { seq0, seq1, seq2, seq3 }; So I have all sequences in a unique array of arrays, but I would like to read all segments in a loop - the first seq0, when it is over the second (seq1), then the third (seq2), etc - but sometimes they have a different sizes - so I use their lenght as limit. I am stucking on this part of code. Really a help will be very appreciated. Thank you my friends ++
  12. geckoo

    Array of arrays

    It's basic - when you know the semantic. Thank you ++ I prefer this one - thank you for your help. I really appreciate ++
  13. The Great Mazinger comes back It reminds me some old manga which I used to see when I was very young. Not bad, but you have to modify colors for something more pretty with assorted colors ++
  14. geckoo


    I can only say that if you see magenta color, it means that your material shader has an error. If you click on this shader in the inspector, you can see where is the bug - the line which generates an error. Sometimes Unity changes its semantic - and we have to modify code ++
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