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//Subscribe to the Slider Click event
Just use modulus. This is untested and I am tired but it should work, I think!
//Array with the 11 sprites
public Sprite HeartFills;...
multiple the x and z by transforms right and forward vectors
You can create an event and assign the SetBool method as a dynamic event in the inspector.
public class AnimationBoolEvent...
Why not just move the main camera to the turret when you want to use it?
Failing that, store a reference to the camera on the turret class and...
Short version, Interface for calling identical methods on different classes and a coroutine for performing actions over multiple frames.
Yes. If it is a monobehaviour, you can get a reference to it and set enabled to false, that will let unity know not to call the update methods...
At as guess, Buildmanager.instance is a singleton.
I assume Buildmanager is a class so therefore it would be a reference and not a copy.
It would be similar to your drag and drop code but instead of picking them up, move them to a free slot (if any).
What have you tried so far?
You have a number of errors there.
There shouldn't be a ; after MonoBehaviour
Your jump bool is declared within the start method so isn't...
In your second example, your saved list in your json file is Questions where as the name in the class is QuestionEntry.
Change "Questions" to...
Why is everything a child of everything? If you want an endless loop, keep your camera and player still and move the background
store its world position with transform. position instead.
localposition is the transforms position relative to its parent.
You would set the output mixer group, like so
public AudioMixerGroup MyMixerGroup;
public void AssignMixer(AudioSource source)...
the UnityEditor namespace is not available in a build and can only be used in the editor.
Use the unity editor preprocessor directive
There are ways but it wouldn't be serialized, so why?
The Update method in the fireHp class is private and not publically accessible.
The error code tells you that. Although if the class inherits...
Write a property drawer for the TravelTask and Task classes.
What is the effect you are trying to achieve? It seems to me you are taking unnecessary steps by moving/rotating an object and spawning at its new...
If the scripts don't all derive from the same base class then I would use an event and have each class listen to said event.