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I've implemented this now, you can get the NativeElement container here: https://github.com/Tom01098/NativeElement-UnityCollections
Thanks, guess we'll have to wait for unmanaged to come along before we can stop doing blittable checks :(
I'm trying to write a custom NativeContainer to contain a single element in 2018.2.
Write your own nodes using C# in almost the exact same way you normally would.
Support for all serializable types and...
Yes, I've seen people use that pattern before - I actually can't have users of this extension use that pattern because the extra level of...
Hi all, I'm writing an editor script where a user can create their own classes and then instantiate and edit objects in a GUI. A feature of this...
Your second two structs should implement IComponentData (cannot inherit from Buff). Then you can add Buff and the buff component that you want...
...oh, you can do that? Thought that only NativeArrays could be passed between jobs, whoops.
How would I pass values in a ComponentDataArray into a NativeArray for use in a job? My current approach does not change the Vector3 in the...
Ah woops, I always make that mistake :(
Alright, so your problem comes from the fact that you are referencing the class rather than an object.
Make a 'public Rigidbody2D rigidbody2D;'...
Heya, the Text type is located under the 'UnityEditor.UI' namespace. So, at the top of your script, write 'using UnityEditor.UI;'
Also, you should try and solve problems like this yourself, the error specifies that LivesUIText is a Texture
LivesUIText should be of type 'Text', not type 'Texture'.
Change line 14 to that.
Thank you calmcarrots, your game looks great by the way!
Thank you Marrt!
Yeah, unfortunately I'm thinking there may be many sprites, so I may just have to stick with my original idea
So, I've been planning on working on my own dungeon crawler/escape/survival game for a little while now. One of the features is that the...