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Hi there. I'm trying to use .WithMagnitudeHavingToBeGreaterThan during rebind operations.
The problem I have is I have a noisy (in the literal...
I can't think of a better way to title this.
Am I alone on feeling this way? : Unity is frustrating, very frustrating.
Collab: This is a paid...
Thread was made in error.
This is just one of several issues that plagues collab for me. It happens at random, usually restarting Unity will fix it.
This thread is 8 years old... :|
I'm sure the person has figured it out by now.
Instantiate will return a gameobject. Store that, get it's renderer, and assign sharedMaterial on it.
var myObj = Instantiate(other.. etc);
See the readme, it explains why this happens and how to fix it.
You're missing a Random.Range in the last argument.
Install the memory profiler from the package manager, if not already installed, then you might be able to get a better idea of what's using memory.
You need to make a copy of the loop variable when doing this
private Button InventoryUIButton;
private void Start()
It looks like your file name is "test" and the class name is "PlayerController2", these have to match in order for things to work properly.
Look at Vector3.MoveTowards, the last parameter is the distance to move
yield return StartCoroutine runs it like Unity typically would, and yield return null waits for frames etc.
yield return Func2 yields it like any...
The <summary> for this is only on some overloads for some reason. :/
A quaternion can be represented by different combinations of eulers, and it's probably giving you one of those different combinations when you're...
a) Myself = gameObject.GetComponent<Singleton>();
this could just be Myself = this;
b) Just check if your Instance isn't null already
Wouldn't the most simple solution just be an if check or LINQ? Doesn't seem like a hack to me, just a weird API design. In any case an if check...
C# is case sensitive, so you should have public Pipe instead of public pipe
1) Nope, that's not how binary works. Each bit in binary is a power of two.
1 2 4 8 16 32 64 128 256 512 (etc)
So the number "11" would be a...
In Unity you have 32 layers. The layer mask lets you choose any combination of these layers.
In C#, the int type is 32 bits. Each bit corresponds...