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Maybe you can try to be a bit more specific as well, what do you mean by "it doesn't work"?
You should check if an instance of the GameManager is already loaded, just add
to the Awake method.
You probably want to use velocity instead
Maybe you unintentionally checked the "static" option?
Feel free to add me on discord if you have any question: Fiozus#8428
Make smaller cells, and do a loop on all of them to check if there's a collider on them, then assign this grid as "blocked" if that's the case....
You will have to save the grid in an array, then check in target position in the array if the tile is actually blocked to prevent the move.
Just update a timer, stop it when the players is pressing a key and compare it to the target timer you want, with like a little range, for exemple...
Can you maybe share some screenshot of your animation ?
All right man, thanks for the answer!
Well I believe it is used by default when you're adding a new UI element to your scene the canvas scaler will be there automatically.
Have you checked this : https://docs.unity3d.com/Manual/script-CanvasScaler.html ?
You said you are using the A* algorithm, so I believe you are using some "cells" and some "cost" associated to them.
Increase the cost of theses...
Well if your castle is static, it's better to update the sorting order of your player and assign the castle sorting order at start depending of...
Why don't you do cells that has an infinite "weight" in the areas that aren't accessible by your grounded AI ?
Apparently this bug comes from a little gap between the 360° degree and the 0°.
It disappears when I'm using parametric light, I don't know how...
There's theses weird lines under every point of 2D Light in my project.
The lines are moving depending a lot more of the X position of the light...
For me the problem came from all the Shader Graphs I had, so I just copy and paste them and delete the original and voilà problem fixed!