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I am having difficulties while using the new input system. At first glance it seems that gameObjects (and the attachted c#-scripts) keep calling...
I am building a game, in which you control a character, which has different abilities. The abilities are activated by hotkeys (on a standard...
I tried to modify the values by whole numbers, which did nothing. Probably the values are read modulo 1? When modifing as you mentioned by 0.25...
I dont see any slider for "offset", just 2 x,y configuration fields. Changing those values did nothing with the animation (as far as i could...
Thank you for your reply, halley. Unfortunatly i had no time till today to read it. I am not quite sure, that i get what you are saying. Let me...
I have a very basic question about materials (At least i think the question is about materials). I downloaded this (free) asset from the unity...
Oh my god, i will definetily not go anywhere near interaction with corpses for this game. Yes my Question is how i get to the state where the...
But doesnt destroying the damage reciever run in the same problems as destroying the GameObject? Either way the damage "giver" wants to get (an...
I ran around a problem around dying enimies. Let me try to summarize the situation: each of my enemies has a C#-script with the below features...
While i think i got that concept, i agree that using the word default-value was maybe not optimal. Much clearer answer for someone who has never...
This is not really an answer to my question, i am not asking what Unity does while serialisation. I am asking how i can solve a specific problem...
From the replies i get the feeling i didnt make my question clear enough. I am not asking, what the execution order is. I know at that the...
There is one thing, which has been the bane of my Unity experience lately and this has to do with the behaviour of public int / float values for...
I also had to add the tag [SerializeField] to a private (boolean) variable in the class StattHolder (which is not present in above picture). While...
Indeed, that was the problem. Thank you for the quick fix. It is sometimes funny, how one can think about a problem for 1-2 hours with no...
Thank you for the suggestion, but [ATTACH] [ATTACH] Am i doing something wrong?
I have a class "PlayerAttributes", which main purpose is handling (improveable) statts of a playercharacter (e.g. stamina, haste, dexterity, ...)....
Just so people dont make the same mistake as i did. If you choose to replace the parent. Then dont do: public static void...
Ok, thank you, i used "yield return null;" now (i am infact changing Time.timeScale in my game). Good idea to switch the parent to null, i added...
Well i am back to use Destroy + yield return new WaitForSeconds(0.00001f), as DestroyImmediate led to an other bug where an object did not get...