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Probably, yeah. Still a little bit paranoid about it :D I've already encountered cases when the values are the same and yet considered changed,...
Thanks!! I didn't even know about this feature. The only problem this, even though it shows something's changed in the Sprite Renderer, it still...
Hello! One of my instances is marked blue as if it's different from the prefab and I'm struggling to find what exactly the difference is. I...
Thanks a lot for the reply! :) I was concerned that it would be difficult to tell which collider hits which in case I have many of them (like...
I'd really appreciate if anyone could give me an answer before I implement this for every single enemy in the game only to rework everything...
I managed to find a solution that seems to work, although I don't really understand what it does in this particular case Basically, before I call...
I found an example to achieve this and it works almost perfectly, but...the problem now is that for some reason it doesn't update the changes...
Hello! I found some old info that nesting rigidbodies isn't recommended since it can cause weird physics behaviour. Is this still valid? In my...
Hi! Basically I'm trying to put everything in one place. For example, I have an enemy [ATTACH] Each of the damageboxes has it's own script...
Thank you guys. I'm also a complete idiot and the nullreference was caused by the method in the icicle, not the trigger, so it works perfectly...
Hello. I'm having a problem with seemingly a very simple task. I have an icicle that contains a trigger object and a damagebox object. [ATTACH]...
Hello! I'm having difficulties with understanding how to properly instantiate a prefab from an abstract class. I have an abstract Enemy class and...
Hello! I'm trying to figure out a way to make enemies not collide with the player but still be able to deal damage if you pass through them. I...