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First of all thanks for the answer, that clarified for me how to work with CompositeColliders on the obstacles. That will come in handy for...
For me the CompositeCollider2d isn't working as I think it should.
When I add a CompositeCollider2d and 2 PolygonColliders2d...
I have a GameObject which serves as a repository. I added the ItemRepository script and used the Inspector to add a lot of ItemDefinitions....
First of all great asset! Love the colors.
I like to have a clean project structure, therefore I move my assets to the plugins folder.
Me too. I am using Unity 5.4.0f3 Personal.
Thanks for the answer! Got it working with that script.
Would be cool if that would be included in ProCamera2D.
is there a way to lock the camera on a fixed resolution (of the game) that's always visible?
So that the camera automatically...
Yeah, that wasn't my intention that you change it to a list. Therefore I wrote: "(maybe this is too much performance optimzation..)"
I only want...
I switched to use the array instead of the list, thanks again!
The code is now fast, but Draw() could be faster when having lots of points. And...
Thanks for the fast answer!
Got it working, by setting it up with your instructions.
Yeah, a shortcut would be great. That would save everyone...
I am now reading through old posts to find some helpful stuff. There I found this post of you.
How to get lines on a world space canvas,...
I changed my code to use "SetCanvas (lineCanvas, true)", the result:
With the canvas set to ScreenSpace Camera the position of the line is very...
I have tried for several hours now to get the 2d line drawing working on a screen space canvas in orthographic mode.
Thanks for the link!
Maybe you can include the most useful user created script, to replace the Unity UI Text with Text Mesh Pro, right into your...
Is there a way to replace all Unity UI Text components through TextMeshPro components? Maybe a script?
That would be neat.
That's great to hear! :)
@nuverian: Attached you a small picture to clarify what I mean.
So normally the green path is how poly nav is currently working.
The red path is...
That's great, thanks for your ongoing support! :)
@nuverian Is there a way to not only change the rotation speed, but also the needed turning space/area?
So e.g. a ship can't change it's direction...
That introduces another bug for me. The slider (once sold/bought) is set to the remaining sell/buy count.
This fixes that: