D4rkly, did you check the task manager to see if you have stuff getting in the way, like heavy antivirus?
What about GPU drivers? Are they up to date?
If everything is ok and clean then it's likely your CPU as others said: it's an entry level CPU for netbooks never meant for complex software.
I use Asset Forge on a 6 years old mid-level PC and it works flawlessly, never goes over 10% CPU.
antares88
Recent community posts
Hi,
while playing with Asset Forge I noticed some limitations:
1) you can rotate blocks only of 90° steps. It would be great to have also smaller rotations (i.e. 15°). In the screenshot I had trouble to make the oblique piece of the suspension, I had to use a Z-shaped piece when rotating a cylinder of 30° would have made my day.
2) It's often difficult to match pieces together when using a mix of them. See screenshot below. An option would be to have different versions of each piece with all the combination of angles, but it's complicated. Another option would be what I describe in point 3.
3) the pieces scale evenly. It would be great to have other scale modes where you can select what part of the block should scale and what should stay fixed. See screen:
4) What about giving the possibility to group pieces and save the group as a new block?
5) Please, add the basic features like copy/cut/paste individual blocks and groups of blocks. Also Undo/Redo :-*
Hey,
looks great but I'm experiencing an issue. I attached a Screenshake script to my Main Camera, and when there is an explosion ingame I call my gamecontroller, which invokes Camera.current.Shake();
On 2/3 of the explosions it works, but sometimes it doesn't and I get the following error:
NullReferenceException: Object reference not set to an instance of an object
ScreenshakeCameraExtentions.Shake (UnityEngine.Camera cam) (at Assets/Clavian/Screenshake/ScreenshakeCameraExtentions.cs:9)
GameController.Explosion () (at Assets/Scripts/GameController.cs:51)
DestroyByContact.OnTriggerEnter (UnityEngine.Collider other) (at Assets/Scripts/DestroyByContact.cs:34)
Line 9 of ScreenshakeCameraExtentions does this:
Screenshake shake = cam.transform.GetComponent<Screenshake>();
Any idea why it's failing to get the Screenshake component?