I wiki'd the dude. He's a screenwriter, it's not like he's a heroin addict or one of these parents who endangers their children to get on reality TV or Kevin Federline.
Yeah, you never seen those Got Talent, american idol and the likes? There is a need for parents to fold a newspaper and hit the spawns on the head and just say "NO!".
WTF were parents thinking taking small children to that movie, it's an 18 age rating here in the UK... irresponsible idiots... movies get these ratings for a reason!
My parents live in shanghai, and always come back to the states during Chinese new year. In the past when they have been there, they say the fireworks are insane!
doesn't the game carry a +18 certificate anyway? only one of them is above 18. If they were playing the game illegally, then the parents should held accountable.
Yes, you can export all sub-objects as one fbx, and that'll be brought into whatever program as one mesh parent with multiple children of all the individual parts you originally had split.
I'm pretty sure you have to specify an output size if the graph is relative-to-parent - I'd expect the same to be true for bit depth. there's not really anything useful you can do to simplify the pixel processor you only need the pixel processor though, the rgba split/merge stuff is redundant cos the pixel processor is…
Via code. You need a reference to the game object (you can use the parent of all the meshes) and use the GameObject.SetActive(bool) function like so: RefstandGO.SetActive(false);
Two solutions in my first reply. Either switch rotation controller to not use Quaternion. Or use hierarchy to abstract rotation axes. If the latter, align the parent to the child, before linking.