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.
Separate names with a comma.
That's just 1-bit raster vs vector graphics. They're not really comparable besides the fact they can output an image. So it will depend entirely...
Posting a solution as I found the warnings annoying and wanted to share for any travellers coming though. Contrary to what is being suggested by...
Just skip over that part of code if the first pickup logic runs? Feels like you're overthinking this, but would need to see code.
If we're talking languages, then honestly when it comes to the code you write for unity you are basically left with the option of either ditching...
We have this little guy in the corner of the inspector if you get lost. [ATTACH] On a somewhat related note, I find using doing stupid hand...
https://github.com/kamranahmedse/developer-roadmap <- https://github.com/utilForever/game-developer-roadmap <- Follow one of those things :D It's...
You can use GameObject.SetActive(bool) to enable/disable gameObjects in your scene...
Just to clear this up, you mean that you have an event type which you attach delegates to, and you want one of those delegates to cancel the...
Make a OnEffect class that extends UnityEvent (Mark it as [Serializable]) Make a OnTargetEffect class that extends UnityEvent (Mark it as...
Really depends on a lot of variables here. The most flexible, and my preferred method would be to use an event based approach, but it's kind of...
It turns an object into a string. What it does depends on what's being used on. When you add a String type to a non string type it is invoked...
Seems to work alright for me. Try making a new scene with nothing but a Canvas, an EventSystem & your Text with an EventTrigger and some script...
Where did you read that? I don't think it would cause any substantial slowdown, unless you were instantiating hundreds of them every other frame....
Ah, I don't dispute that. I always assumed it was best practice to treat the actual asset data as an immutable object. It's just why any changes...
Huh, the more you know, thanks for clearing this up :D Why Unity would only make the changes persist between editor plays is beyond me, however...
A ScriptableObject is just a regular class, but it's values are serialized, and so changes to the values of an .asset reference in code are...
Hmm, I'm not 100% sure, but as an idea, if all you need is an approximation maybe you could use Renderer.bounds to get the AABB of the rendered...
Not to derail but why RaycastNonAlloc instead of RaycastAll? Is the overhead of the gc really that bad? You can use the Array.Sort static System...
freaking... nevermind, mismatch between file name and class name :p
Hi guys I'm trying to use the [TextArea] attribute in a unity ScriptableObject, but doesn't seem to be working for me, can anyone else confirm...