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Hello: I have a single .anim for a gameobject that I intent to use for a interaction hint, the problem i can't control the clip thru script...
I have a cursive .otf font file, that has special glyph for some combinations of characters, like b followed by some vowels, or v followed by some...
In my game, I have a world space TMP with the initial color set to black, when the user click/touches a character of the text, it should change to...
Yes, that worked, at the moment I store the text from the input field, replacing/removing the extra "\" by _myText = _myText.Replace("\\n", "\n"),...
the text is set in the input box of the TMPUGUI component, stored in a variable in run time, for when i need to make the karaoke effect and to...
Am simulating a karaoke-like text, it change the color of the text while an audio is playing. _myHexColor =...
I know, is redundant, but all the code and description of the project is what I have, is bare bones since am at the start of development in a Game...
Ok. I don't know if were the changes from 5.3 to 5.4 that caused my problems, but by adding .gameObject when looking for the prefab market to not...
I know thanks, I use .gameObject.transform for readability, to know if am accessing a child thru the script attached to the parent or the parent...
The prefabs are already set in the initial scene, they are childs of a GameObject that is not a prefab, one of this child prefabs has to be sent...
It only happens with gameobjects marked with DontDestroyOnLoad, its like somehow the method modifies the prefab on runtime. I don't think iTween...
Yes, am sure it is the instance, the prefab is already in the scene before starting it (press play). itween when called (...
I use itween for interpolate position of a prefab, the object is marked to not be destroyed on load. The script (itween) gets added in the prefab...