If nothing is selected, mouse down selects a new item.
If one item is selected, mouse down on a differet item selects that item.
If one item is selected, mouse up on that item will rename the item.
If one or no items are selected, mouse down + ctrl can select multiple items.
Mouse down and shift will select all items between the first selected item and the mouse down item.
If more than one item is selected, mouse up on a selected item will isolate and select that item.
If more than one item is selected, mouse down on a unselected item will select that item.
If one or more items are selected, mouse down on a selected item will start a drag operation after mouse movement.
- Unless ctrl is held, which will remove the selected item from the selection.
Tuesday, October 08, 2019
Monday, May 20, 2019
I made something which lets you render very large worlds with a small farClipPlane.
The demo shows an earth sized planet viewed from about 1000km altitude. It's great for Space Games, like this one I've been working on recently.
Tuesday, February 12, 2019
So, you've created a car prefab using WheelCollider components, and now you can apply a motorTorque to make the whole thing move along. ...
When you start working with threads in your Unity3D project, you will discover that many things need to be done in the main loop. For exampl...
Often, when building a game, you need to test if objects are colliding. The objects could be spaceships, rocks, mouse pointers, laser beams....
This script takes a screenshot and saves it to the user desktop. It has options to use an alpha background, and also upscale the image. Usef...
I decided to double check my assumptions about Stackless and the GIL on a multicore machine, using the same example provided by David Beazl...
I think ER diagrams are very handy tools for designing data requirements for a game. I don't see them given away or even talked about (i...
Summary: NodeJS wins. Test Program ab -n 10000 -c 5 http://localhost/ Gevent Code from gevent import wsgi class WebServer(object): ...
Thank to Adrian Boeing I was inspired this morning to hack together a ripple shader for Unity3D. Thanks for the math Adrian. You can see t...
Possibly slightly more correct lighting. The rim light is now only applied in the direction of the sun, rather than being purely based on v...
NGUI caches the transform component in a member variable called mTrans, to optimise speed of access. I think this is UGLY, so I decided to d...