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Showing results for tags 'update'.
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Hello, during migration of some materials i did observe that some parameters names vanished/changed. One particular is "volume_scale", am I right it is "soft_interaction_scale" now? Are there any other names that have changed? Thanks
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Why has my rendering completely changed from 2.7.1 to 2.7.2.1
sebastian.vesenmayer posted a topic in C++ Programming
Hi, I managed it to migrate from 2.7.1 to 2.7.2.1. It works so far when we are not using decals for most of our scene, but we recognized a significant change in the shading. We did no changes to our Material initialization and textures, but the image is brigther and more saturated. Why is this happening? Files attached. Thanks -
I create an objecy dynamically. But it is not updating itself. Should I trigger update function? Fresia f = createEntity("Fresia"); //Creates f.blowerRotatePlus(); //Change sth on object f.setRollerDonus(1); //Change sth on object
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Hi. I am looking for able to update my application (client side) via the Internet. e.g. for DLC, news, adv etc. Tell me where to look. Thank you.
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Custom classes with automatic update functions
mandee.cabato.ph posted a topic in Feedback for UNIGINE team
I think it would be nice for Unigine to implement its own user extendable class for users who need to create scripts that update automatically. Right now, I achieve this with a custom UpdateObject and a manager that runs from the world script. This feature is equivalent to Unity3d 's Monobehaviour. http://unity3d.com/support/documentation/ScriptReference/MonoBehaviour Thanks! :( -
[SOLVED] Frame-By-Frame Updates for Non-World Scripts
mandee.cabato.ph posted a topic in UnigineScript
Is it possible to create custom classes that have their own update(), flush(), and render() functions that are automatically called by the engine without having to explicitly calling them from the world script?