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Oh dear, I completely forgot since then! Maybe it was a problem of layer. Maybe I needed to setup the layers of the objects I wanted to click. I...
It doesn't sound dumb, it sounds a bit crazy :)
I'm not sure I understand what you're trying to do here. If you want the code to find the game manager, then GetComponent will not work....
Null reference exception can be a bit tricky to find out, in my experience. On that line, I see two objects that could produce a NRE: First,...
Just for info, I've fixed the issue. I'm not entirely sure what was going wrong, but my code was a bit complicated. I inherited some methods from...
I don't think so. Why would you want to change the object by referencing the prefab?
I'm wondering whether the reason might be that I try to deactivate this bodyStatus at the same time as I instantiate the game object, so maybe it...
I'm pretty sure I'm pointing to the right object. In fact, I can even change its name - as below: [ATTACH] private void AssignUnit(ID...
My advice is: - if you're close to finishing and your code does not generate bugs that prevent you from finishing, then finish it first, and enjoy...
Have you checked the reference in your GameManager script? What I mean is that in your inspector for this script, you have a reference to the...
I have a new issue in my code. I have created a Unit panel, showing information on a Unit. This panel is a UI panel, with a script attached to...
You can create a dedicated, Empty object in your scene, for instance 'Game Manager'. Then there are different ways to make a link between your...
Sorry, I just realised that my panel object had a child object with another script, which was itself storing Unit. I removed this reference, and...
Your question is very large. I would recommend you split it into logical components: - for each player, at each update or after each strike, you...
I've managed to avoid errors, by: 1- Destroying empty units during each frame; 2- Check some of the Unit's properties before applying some...
Thanks a lot for your answer. Indeed, it is serializable, and it has to be so I can save this later on. So from what you say, I understand...
I'm frustrated because I've had a similar issue many times, and I can't understand why. It keeps creating bugs once in a while. The problem is...
If your Null Reference Exception is on line 32, it might mean that your Character is a null reference (so Unity wouldn't be able to search for its...
Storing the data twice isn't a big issue, unless you start to have a lot of data. Make sure that you encapsulate access to the List or Dictionary...
OK, it makes sense. I think the method you currently use has a big flaw, which is that you won't be able to handle characters with references to...