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Warren Wang
CEO - Programmer
Vancouver, Canada
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Warren Wanginterested/going anevent
Plus/Pro Subscriber Exclusive: The C# Job System and the Burst Compiler - Part 1
ONLINE EVENT
3:00 PM - 4:00 PM April 18, 2019 (Local: UTC-4)
15:00 - 16:00 Apr 18, 2019 (Local: UTC-4)
103 Participants
Warren Wang
updated the article
Dec 21, 2018
Cross-Platform Native (Unmanaged) Plugins
Cross-Platform Native (Unmanaged) Plugins
Making non-cross platform code a cross-platform reality
Warren Wang
updated the article
Dec 21, 2018
Performance Optimization Primer - Part 1
Performance Optimization Primer - Part 1
Move Fast and Break Things
2 months ago
Sorry for the late reply Warren. But thank you it was very informative
10 months ago
Reply@Carlos AdanThank you for the tips. #4 wasn't entirely clear for me. Could you elaborate a bit more on it? Thanks
Hi Carlos. So generally, when people are instantiating GameObjects, they usually create one using the constructor that doesn't define a parent transform. What happens then is that upon instantiation, the GameObject's transform is attached to the root transform. Often in a few lines of code later, people will reparent the newly created GameObject using Transform.SetParent(). This goes through the whole process again and has to recalculate the Transforms in the hierarchy to fit it under a specific parent transform. The best practices suggested by Ian in his talks was to assign the parent transform on instantiation to avoid this. That way it's created "in place" essentially. I hope that provides more insight into this tip.
10 months ago
Thank you for the tips. #4 wasn't entirely clear for me. Could you elaborate a bit more on it? Thanks
Warren Wang
updated the article
Dec 21, 2018
SteamVR 2.0 Starter/Migration & Action Sets
SteamVR 2.0 Starter/Migration & Action Sets
Learn the new workflow, save time, and support more devices
3 months ago
Hi guys, I've been working with the later versions of SteamVR and they seem to have removed the baking step of action sets into multiple ScriptableObjects now. I'll see if I can update the post later this week to reflect the latest version.
CB
3 months ago
Hi Warren, I cannot get the SteamVR Input window option. It was originally available, but I had to remove SteamVR Plugin and download an older version due to compatibility issues with VRTK. Can you provide some assistance with how to get this window / setup the input? Thanks.
JT
6 months ago
Nevermind! "GetStateDown"
JT
6 months ago
Do you know a reason why the console would print the statements "Pew Pew" etc. multiple times when button pressed?
View More Comments
Warren Wang
published the article
Nov 25, 2018
SteamVR 2.0 Starter/Migration & Action Sets
SteamVR 2.0 Starter/Migration & Action Sets
Learn the new workflow, save time, and support more devices
3 months ago
Hi guys, I've been working with the later versions of SteamVR and they seem to have removed the baking step of action sets into multiple ScriptableObjects now. I'll see if I can update the post later this week to reflect the latest version.
CB
3 months ago
Hi Warren, I cannot get the SteamVR Input window option. It was originally available, but I had to remove SteamVR Plugin and download an older version due to compatibility issues with VRTK. Can you provide some assistance with how to get this window / setup the input? Thanks.
JT
6 months ago
Nevermind! "GetStateDown"
JT
6 months ago
Do you know a reason why the console would print the statements "Pew Pew" etc. multiple times when button pressed?
View More Comments
Warren Wang
updated the article
Nov 16, 2018
Performance Optimization Primer - Part 1
Performance Optimization Primer - Part 1
Move Fast and Break Things
2 months ago
Sorry for the late reply Warren. But thank you it was very informative
10 months ago
Reply@Carlos AdanThank you for the tips. #4 wasn't entirely clear for me. Could you elaborate a bit more on it? Thanks
Hi Carlos. So generally, when people are instantiating GameObjects, they usually create one using the constructor that doesn't define a parent transform. What happens then is that upon instantiation, the GameObject's transform is attached to the root transform. Often in a few lines of code later, people will reparent the newly created GameObject using Transform.SetParent(). This goes through the whole process again and has to recalculate the Transforms in the hierarchy to fit it under a specific parent transform. The best practices suggested by Ian in his talks was to assign the parent transform on instantiation to avoid this. That way it's created "in place" essentially. I hope that provides more insight into this tip.
10 months ago
Thank you for the tips. #4 wasn't entirely clear for me. Could you elaborate a bit more on it? Thanks
About Me
I'm the co-founder of Qoobit Productions Inc., a digital agency based in Vancouver, BC, Canada....
Qoobit Productions Inc.
CEO
Simon Fraser University
Computer Science
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Certifications (6)
Import
NVIDIA DLI Natural Language Processing
Oct 2017
NVIDIA Accelerated Computing with CUDA C/C++
May 2018
AWSome Day
Apr 2017
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