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Comments for zedia flash blog http://www.zedia.net Flash, ActionScript, SEO and everything in between Tue, 25 Feb 2014 02:22:55 +0000 hourly 1 http://wordpress.org/?v=3.6.1 Comment on Masking textures using shaders NGUI by archieoi http://www.zedia.net/2013/masking-textures-using-shaders-ngui/comment-page-1/#comment-108647 archieoi Tue, 25 Feb 2014 02:22:55 +0000 http://www.zedia.net/?p=978#comment-108647 Great stuff! But I think your link to the new shader is broken?

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Comment on Donut Charts in AS3 by Amber http://www.zedia.net/2011/donut-charts-in-as3/comment-page-1/#comment-108604 Amber Mon, 24 Feb 2014 11:45:55 +0000 http://www.zedia.net/?p=787#comment-108604

Amber : my donut placed at left side of the screen and only 1/4 of the donut showed? what should i do? i only copy and paste the code. thanks for the help

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Comment on Unity3D: the editor/code duality by Mario R http://www.zedia.net/2013/unity3d-the-editorcode-duality/comment-page-1/#comment-106704 Mario R Tue, 07 Jan 2014 21:16:03 +0000 http://www.zedia.net/?p=964#comment-106704 Hey, I’ve been looking through your shader for masking in ngui, I wonder if you have come accross the need to have an ngui panel clipping a 3d mesh, I’ve been trying to do so for a few days and looks like it’s beyond me, any advice on how to achieve this?

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Comment on Using the ActionScript 3 YouTube Api by FullSpeedAhead http://www.zedia.net/2010/using-the-actionscript-3-youtube-api/comment-page-1/#comment-97841 FullSpeedAhead Mon, 23 Sep 2013 23:07:40 +0000 http://www.zedia.net/?p=572#comment-97841 Hi there – I’m using the version with the Youtube controls. Can you show me how to setup a thumbnail gallery of additional videos that will play when clicked? I’m a bit lost in the Google Dev docks and need some clarification.

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Comment on Creating new GameObjects by zedia.net http://www.zedia.net/2013/creating-new-gameobjects/comment-page-1/#comment-97586 zedia.net Wed, 18 Sep 2013 21:02:41 +0000 http://www.zedia.net/?p=969#comment-97586 @ Nicki This is all nice I should have looked deeper into that. Seems to be switching ctrl for alt on a mac. Also when you create a new GameObject, Unity complains about breaking a prefab, which it doesn’t with my script, weird…

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Comment on Creating new GameObjects by Nicki http://www.zedia.net/2013/creating-new-gameobjects/comment-page-1/#comment-97572 Nicki Wed, 18 Sep 2013 17:07:42 +0000 http://www.zedia.net/?p=969#comment-97572 If you’re using NGUI, then you have some new shortcuts like:

shift+ctrl+n: Makes a GameObject under the currently selected GameObject
shift+ctrl+S: New sprite the same way
shft+ctrl+t: New UITexture
shift+ctrl+L; new label

Switch ctrl with Cmd on a mac. :)

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Comment on Masking textures using shaders NGUI by Nickileaks | Masking and clipping textures using shaders in NGUI http://www.zedia.net/2013/masking-textures-using-shaders-ngui/comment-page-1/#comment-97392 Nickileaks | Masking and clipping textures using shaders in NGUI Sun, 15 Sep 2013 14:54:24 +0000 http://www.zedia.net/?p=978#comment-97392 [...] they have an hexagonal mask. To achieve this, they are Texture widgets with a special shader I found here. (..) when they get clipped by the panel, they keep showing even outside the boundaries. Only when [...]

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Comment on Masking textures using shaders NGUI by Ciro http://www.zedia.net/2013/masking-textures-using-shaders-ngui/comment-page-1/#comment-95556 Ciro Thu, 15 Aug 2013 08:08:05 +0000 http://www.zedia.net/?p=978#comment-95556 Thanks man, I just wanted to let you know that you saved one life!

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Comment on Unity3D: the editor/code duality by sebbe selvig http://www.zedia.net/2013/unity3d-the-editorcode-duality/comment-page-1/#comment-91932 sebbe selvig Tue, 25 Jun 2013 07:56:54 +0000 http://www.zedia.net/?p=964#comment-91932 I think the component way of Unity is really great, but it takes some time to wrap your head around. Of cause you can manipulate the components directly from components attached to other GameObjects, but that will soon give you headaches!

Bear in mind that Unity primary focus is 3D, so most intensive interaction would be 3D collision events and keyboard/controller input. Other loosely coupled events can be done through SendMessage, SendMessageUpwards and BroadcastMessage. The functions takes the function name as a string an will call it on applicable components attached to the GameObjects. It’s slower than direct function calls, but it’s not meant to be used for logic that is called every frame.

To work around the “problem” you point out, you could look into the decorator pattern.

var obj2d = new Object2D(gameObject);
obj2d.x = 30;

The above would have an setter like this:
float x {
set {
contextGO.tranform.localPosition = new Vector3d (30, contextGO.tranform.localPosition.y, contextGO.tranform.localPosition.z);
}
get { return contextGO.tranform.localPosition.x; }
}

where contextGO is the gameObject you pass in the constructor.

Also you could use the cool extension methods available in the C# sharp language that enables you to attach new methods to existing classes like so:

public static class MyExtensions {
public static void MyExtendedMethod(this GameObject gameObject) {
// Do something
}
}

But it definitely would be cool to be able to specify what class unity should use as the class for GameObjects.

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Comment on Unity3D: the editor/code duality by jack http://www.zedia.net/2013/unity3d-the-editorcode-duality/comment-page-1/#comment-91901 jack Mon, 24 Jun 2013 10:49:59 +0000 http://www.zedia.net/?p=964#comment-91901 @ zedia.net
you are right, you don’t know it, but i am sure it’s possible to deal with this situation

you can design the app the way you know what component is on what gameobject like using tags

or you can parse all gameobject by function which will separate them to groups by components

as i wrote on serious stuff i am using prefabs with one component only and for me prefab means the particular component and it’s gameobject is only shell; i use extending like monobehaviour > entity > movingentity > enemy > soldier and it works well for me

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