A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Hey, I'm aware of the profiler, what I don't know is what stat is too much for the system to handle, for example I don't know how much verts or...
Hey, I've Redmi Note 9 pro(6 GB RAM) and the max FPS I get on mobile is 42 FPS, it's even lower on 4GB and 2GB mobile phones.
Please take a look...
You need the device coordinates? yes, you can get them.
From what I see you've set a bool to true and passed it on to the animator and it's not changing to false, If that's the case don't create that...
are they in a loop or update?
I don't quite understand what you want, can you be a little more clear.
That's because they're strings, Animator actually uses integers to change it's variables, when pass a string a conversion happens and an integer...
Share some code, your animators and what ever you think is causing the issue.
Hey, I don't see you saving PlayerPrefs, you gotta save them first before you load them.
What is the problem you're having?
Mate I don't see you using the GetComponent<Animator>(),
animator = GetComponent<Animator>();
Add this to your code then...
Good for you mate.
Show me the code LevelFaderScript , I want to see where you're using GetCompnonet<Animator>()
One line 23 you've this temp.y += 2f; Change it to temp.y += (2f * Time.deltaTime), Keep in mind you might need to change the value 2 something...
I still don't understand much but you do know GetComponent<Animator> is used for getting Animator not for adding.
If there's an animator on the...
What do you mean the animator should be linked up, I don't understand the question.
So here's the thing if you add 2 to a position in update it might not produce the results you're expecting,
If the game runs at 60 FPS it will...
List<GameObject> allInputFields = new List<GameObject>();
public void AddInput()
Here is my AdsManager class,
float speed = 50f;
player.position = Vector3.MoveTowrads(player.position,
destination.position, speed * Time.deltaTime);