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Ah! Thank you. I should have realized that. It's working now.
Hmm, that's still not working for me. I can set that Main Color in the inspector and see the change. When I do plugMesh.material.SetColor("Main...
I could use a touch of help. I've got a collection of objects in the scene with some of these materials applied. However, setting their color...
Ok, good to know. Thank you.
Does this mean I should continue my work under old versions of .net? I was under the impression that 4.6 would be finished either this month or...
https://docs.unity3d.com/ScriptReference/Time.html
Are you comparing global velocity of the missile vs. global velocity of the target? I would start there and see where that gets you. Your changes...
If I understand your question right, Instantiate will work with any prefab, not just your particles.
Is the rest of the logic working, it just isn't happening immediately enough?
Well, that worked, thank you. I first found the 4.6 compatibility in a search that went to a .0b9 version of unity, but the link on that page went...
Any elements that you know are going to load into the scene exactly the same every time should be built into the scene ahead of time. If there is...
So, it's hard to tell with how much code you have shown there, but your dictionary is a member of your gameobject that isn't shown in that...
Yes, I went to Player Settings to set the framework version and still only have the 2.0 and 2.0 subset as options.
I'm not getting this as an option in the drop down menu. I tried manually downloading the latest versions from Microsoft and then reinstalling the...
Yeah, each enemy should be its own class (probably inherited from a base enemy class) so that it knows what to do if it gets hit. That way you...
What you have works. If you want it to stay in a range look into Mathf.Clamp(). Either way it looks like you do need a check (like an if...
The tutorials provided here on the Unity Page are great. Lots of videos covering everything from basic programming to specific Unity concepts. On...
Well, if you just want it to teleport when the player hits certain points that is a simple: if (player.transform.position == position) {...
Huh, I used to do something like what takatok is doing in c++ with enums, but apparently you can't do char[] in c#. Lame.
Both ways are completely valid. The only kicker is that to do it through the inspector the spawning object needs to already exist, not be created...