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I figured out the solution. It was just an idiocy in my coding that had nothing to do with networking at all :oops:
I have a highscore system set up on a webserver, on which there is a PHP page that is accessed to get data from the MySQL database indirectly. For...
I've found the solution! It might be a bit hacky, but it works. I found out by accident that the way itch.io embeds the web versions of games into...
I'm having a problem with UnityWebRequest in WebGL builds. I understand that there are issues mixing HTTP and HTTPS connections, so I got a Let's...
Thanks so much! Replacing yield return www; with yield return www.SendWebRequest(); fixed the issue.
I'm having problems upgrading from WWW to UnityWebRequest. For some reason, my code is only working with WWW. What I'm doing to upgrade is...
It was a while ago, so I don't really remember how I resolved it. Sorry I can't help more! Anyhow, good luck
Disabling that didn't seem to help. In the Player Settings, right?
Okay! That's what I ended up doing. Will there be a more elegant way to deal with this kind of thing in future versions of the Input System?...
Lights are working on tilemaps currently, but shadow casters aren't, unfortunately.
I've been testing some networking stuff in my game, so I have multiple instance of my game running at once. In addition, I have my player Input...
Yes, but the issue with that is that you're not going to have it nicely bound into one combined action. Ideally, I one would have a single action...
Ok! I'm following a physics object, so I'll switch to using FixedUpdate and Time.fixedDeltaTime. Thanks for the help!
I'm having a weird thing going on with camera follow. I've got all of my player movement in FixedUpdate, and then my camera follow script running...
Is it possible to create a single twin stick style aiming action gamepad joystick and mouse bindings? I'd like to get a Vector2 value in the...
Bump
Frankly, I doubt it. It's a pretty niche problem, but for now I guess one will just have to make a custom shader
I'm getting the issue again, but now reimport isn't fixing the issue, unfortunately.
Neat! Can't wait to try it out. Too bad there isn't any setting to make vanilla gizmos render in the camera/builds, though. :(
Phew! I full reimport fixed the issue. :D Now back to development!