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So i have a ScriptableObject "GameMode" that has a base and it's child implements some references to other ScriptableObjects "Databases". Then...
ok so just for others, i got it to work like this:
To Call it:
public static async Task<bool> SaveAsync()
if (saveData == null)...
Hmm apparently they don't work, visual studio just skips the calls...
calling them like this:
private static bool DeserializeData(BinaryFormatter...
hey, Trying to make async save and load functions.
How can i test these to see if they actually ran async?
private static async void...
@crysicle Awesome, your explanation makes total sense! Thanks! it even gave me a better insight on how Compute shaders work.
hey @palten08 and @crysicle
I'm trying to get this to work, but I don't get any change in the terrain.
Did i miss something?
ok found it:
Thanks for checking.
Just found this one. Sounds like it would do the trick. Not behind my pc atm, will test later and post an answer if it works or not.
The AssemblyBuilder looked promesing but as i understode the use of it is to add scripts to the assembly that are outside the asset folder. So you...
Is there a way to detect when a build is started?
I have some code that subscribes to
Is that gonna be fixed anytime soon?
I'd like to add some default GameObjects to a newly created scene, just like the Directional Light and the Camera unity adds by default.
the only 2 that work in 2019.2 are SceneOpening and SceneOpened :(
hey, sorry to revive this old thread, but I'm trying something similar with newSceneCreated
What do you mean with one objects space to another? Like you have a vector direction and want that same one starting from an other object? Or one...
Real OOP has always been "forced out" in unity in favour of component based programming which isn't OOP, it may look a bit like it but it really...
Or Just copy all of them in play mode and paste them back in after stop playing
Iterate trough your points array with a for loop, and inside the for loop:
Instantiate(yourcubeprefab, points[i], Quaternion.identity);