Crosshair overlay program doesnt interfere with program
- #Crosshair overlay program doesnt interfere with program software
- #Crosshair overlay program doesnt interfere with program code
In the end, relying on Macs to develop the code to produce the proper behavior on a Windows platform (especially for the Unity editor itself) is not only a crutch, but also a BAD IDEA to the undisputed majority of users - users who own a PC. This is especially true when they try to do "Windows-like" things.
#Crosshair overlay program doesnt interfere with program software
In many cases today, due to the "black-box" software style, Macs are actually MORE unpredictable than Windows. Why? Because they can be quite unpredictable (and buggy) on the software/memory/persistent data side. No hardware technician I've ever known enjoys working on them. Also, keep in mind gameobject variables and values used to be reset between activations, keeping none of the stuff you set, since the gameobject is effectively destroyed and recreated upon activating/reactivating, so trying to deactivate something, especially before its Start() event is called using Awake() could be part of your issue.Īs far as canvas stuff goes, it uses the UI layer to process its events, so be sure the UI layer doesn't accept collision events from other layers, and vice versa for the layer you're trying to click on with the spheres, (though you could potentially use gizmos and handles for the spheres to make your life simpler, as i want to say these can be drawn in the game view too if done properly!)Ĭlick to expand.I do want to shout out to the half-joke I made in my previous post - issues like these (from things that were considered "fixed" to some and then "not-fixed" to others) I'm willing to bet come from the Unity Engineers' choice of OS alone.Ĭoming from a hardware technician background myself, I've noticed Macs are super-pretty but also super NOT Windows too. Secondly, as mentioned previously, activeInHeirarchy is what you need if your gameobject has ANY parent when activating and deactivating. There's a few issues it seems, at least at first glance, otherwise i may not be following you.įirst, and mainly, you should probably use OnEnable() instead of Awake() to do things with activation/deactivation of gameobjects.