Unity Error: Material doesn’t have a texture property ‘_ShadowOffset’

Some textures will throw an error when you are trying to apply them. I encountered this when I tried to apply the BigTree_bark material to a tree branch. BigTree_branch did not give the error, so this is what I discovered:

Material doesn't have a texture property '_ShadowOffset'

Read the rest of this entry »


Unity Error: Toolkit Warnings

Lately I’ve been getting these warnings in Unity3D v3.4. I looked into it, and it’s safe to ignore for now. Here’s some info about it:


warning CS0618: `UnityEditor.EditorGUILayout.ObjectField(string, UnityEngine.Object, System.Type, params UnityEngine.GUILayoutOption[])’ is obsolete: `Check the docs for the usage of the new parameter ‘allowSceneObjects’.’

Parts of the code used in the toolkit were updated from an earlier version. They can be safely ignored and will probably be updated soon.


BurgZergArcade Progress: Code Demo posted

Tut78: Extra Exercise. [Basic]

Here’s a basic exercise designed to test your understanding of functions in C#.

In Petey’s BurgZergArcade tutorial episode #78: Day Night Cycle part 7, take the if statement and turn it into a function with an appropriate call in the Start() function.

void Start() {
if(GetComponent() != null)
givesLight = true;

Read the rest of this entry »

Gizmos won’t show up?

You are using OnDrawGizmos to use DrawCube, but your cubes aren’t showing up.

using UnityEngine;
using System.Collections;

public class SpawnPoint : MonoBehaviour {

public void OnDrawGizmos(){
Gizmos.DrawCube(transform.position, new Vector3(2,2,2));

Read the rest of this entry »

C# Error: Best Overloaded method for Vector3


error CS1502: The best overloaded method match for `UnityEngine.Vector3.Vector3(float, float, float)’ has some invalid arguments

Gizmos.DrawCube(transform.position, new Vector3(0.5,0.5,3.0));

In order to explicitly declare that 0.5 is a float, you must include the f modifier.

Read the rest of this entry »

"Cowboy Game" Demo 1.2

I’m using the Protopack from Frogames for my animations, since it comes with enough assets (hopefully) to get this demo up and running. It cost ~$20 from the Unity Store, but it does seem to be very nice and enough to basically get me started here. I could have made my own models but I don’t have much time left (1 week) before classes start again, so this was a good alternative.

If you use Protopack 1.3, you’ll notice that some of the animations don’t work for the upper part of the body, such as “idle”, “walk”, etc. Those are designed to be used while holding a weapon, so they are waist down animations. If you want waist-up, you have to use up_* animations, such as up_idle.

Unity3d: Adding Mesh Collision

How to add Mesh Collision in Unity 3d:

In your prefab, go to Component -> Physics -> Mesh Collider.

Shouldn’t need to change anything.

A very Minecraft break

“I’ve just sucked 5 years of your life away. How does that make you feel?”

The Pit of Despair from the Princess Bride Been playing Minecraft as a break from the Cowboy game. ¬†Five days of intense hoard/build mode (aka “hamster-ing”) with the rest of the team, but I think I’m dropping to an equilibrium with it.


Back to the Cowboy game though. I’m using Protopack 1.3 for quick models just for testing purposes.

Unity Error: Argument is out of range. (Tut57-59)

During tutorial 57, if you hit tab after generating the spawn points for the Slugs, you will get an error. I looked for a way to fix it for a while, but it was covered in tutorial 58 (unknown to me at the time).

ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index

Read the rest of this entry »

« Older entries