Curious why you didn't have your StartCoroutine blocks inside the methods that needed them instead of forcing the user of the method to remember to do that.
@criticalthoughtgames flexibility (and this is just a demo showcasing how to use Actions). If you call StartCoroutine inside a class you just made a requirement that the class is a subclass of Monobehaviour which is not always a good idea.
@prime31studios something related to saving a mesh out as an OBJ(or any other format for that matter, collada, etc), but saving that mesh AFTER its been distorted within the running game(say displacing it, or changing the vert-positions in some manner). THEN after the app has been closed and restarted, reloading that previously stored mesh for use in the game again(using the new stored mesh with the vert deformation performed in-engine that was saved in the user's previous gaming session)
Curious why you didn't have your StartCoroutine blocks inside the methods that needed them instead of forcing the user of the method to remember to do that.
criticalthoughtgames 3 months ago
@criticalthoughtgames flexibility (and this is just a demo showcasing how to use Actions). If you call StartCoroutine inside a class you just made a requirement that the class is a subclass of Monobehaviour which is not always a good idea.
mikeprime31 3 months ago
Excellent tutorial, Thanks.
HokutoTC 6 months ago
Fantastic. Makes chaining actions things alot easier.
Aiursrage3 8 months ago
Excellent series, very insightful.
Petrozium 8 months ago
Comment removed
patman1933 9 months ago
awsome tutorials. one i would like to see is creating a basic plugin (android and iphone) i havent been able to get my android plugin working
patman1933 9 months ago
your fade audio extension was very useful, thanks for sharing that tip. I'd enjoy seeing a unity serialization tutorial(mesh, etc) in your style.
3duaun 1 year ago
@3duaun what specifically did you have in mind?
prime31studios 1 year ago
@prime31studios something related to saving a mesh out as an OBJ(or any other format for that matter, collada, etc), but saving that mesh AFTER its been distorted within the running game(say displacing it, or changing the vert-positions in some manner). THEN after the app has been closed and restarted, reloading that previously stored mesh for use in the game again(using the new stored mesh with the vert deformation performed in-engine that was saved in the user's previous gaming session)
3duaun 1 year ago