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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
There is no info about that. It is not in the roadmap so wait and see.
If you are making a game and you are scheduling to release your game in 1...
You should consider to do not use the HLAPI as it is no more maintain (and will be removed ?!)
If your game is only on PC/Steam you can use the...
hehe cool :)
You have to update the currentHealth value in the function OnChangeHealth :)
You can play a looping sound with PlayClipAtPoint. It is used for one shot spatialized sounds.
You should set settings you want in the AudioSource...
It was I will suggest too, also with trigger you can easily cross-fade between two ambiances depending of the position of the listener inside the box.
My bad I read in diagonal :P
Hi All !
Are you sharing unity on your depot to keep the same version for your team ?
It look like if unity is in read only it failed the build...
look like a firewall issue :)
or may be a wrong ip address. more info are welcome !
PlayClipAtPoint is naturally for 3D sounds. It look weird for me to trying to play 2D sound with this function ^^
I suggest you to use pan...
Did you try to connect two instances of your game launched on the same pc ?
I have to force a clean build in bamboo to fix this problem.
It look like the project settings is overwritten and broke the next build...
I'm starting to try the linux build on my server to use it as a build machine.
This the command line:
You are not syncing any value and the RpcUpdate look like it is never called too.
You can call the RpcUpdate from the ServerUpdate (which is...
You're right there is no info about that.
In the source code it seems ok to use the channel in ClientRpc.
I guess we need an official answer ^^
Per default the channel 1 is unreliable.
Check in the NetworkManager component, advance section.
We need more info. Where is called the function PlayUnitBattleSound ?
It look like Sean moved to magic leap in regard of linkedin.
It is better to run the single mode like the multiplayer mode or you will get a headache to support both.
You can try to add [SyncVar] attribute on playerName as a quick fix.