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No ones just going to send you a complete script... View here to have some tutorials to help you out, and searching "unity3d limit camera...
Just clamp the cameras y rotation at the end of the script
curWaypointIndex = (curWaypointIndex + 1) % waypoints.length;
The problem could be due to multiple different factors, if you could post the code you are using that would be helpful.
https://forum.unity3d.com/threads/super-fast-method-to-create-1-texture-from-multiple-textures.66179/...
SetPixel is indeed slower than SetPixels. What I think you are looking for is the overload method for SetPixels, it hides at the bottom of the...
With EditorGUILayout.LabelField, you can assign its layout options to be a certain width if you want. So you can try: EditorGUILayout.LabelField...
Pass your raycast a QueryTriggerInteraction, which excludes hitting triggers. https://docs.unity3d.com/ScriptReference/Physics.Raycast.html...
Don't know what you are doing with the distance, but hopefully this should help. using UnityEngine; using System.Collections; public class Foo :...
In your constructor method for grid. Add myLands = new List<Land>(); Then you wont need to assign it in a different class.
You could use a toolbar to do this and just associate a class with an integer. private int charIndex = 0; private void OnGUI () { charIndex =...
The SphereCollider.radius is only a place holder in the OverlapSphere line, You need to pass your own SphereCollider :P
Just need to keep count of how many you are currently colliding with. using System.Collections; using System.Collections.Generic; using...
I would put all this on the players sphere trigger that's detecting the cubes. private void Start () { Collider[] hitColliders;...
Just disable them before runtime. I'm just writing something quickly up for you as demonstration purpose ;)
You can just use a sphere trigger, when collision happens with the trigger call the script(s) attached to the cubes. Trigger events are only...
Need to initialize the size of the array first before assigning values. static Vector2[] nextCellPosition = new Vector2 [4];
When swapping to baked mode, the editor will try to bake the scene. This can only be done in Editor, as it is computationally expensive. Your...
Just to elaborate on the answer by @andrew-lukasik Your script needs its class fields to be explicitly defined with values, otherwise they will...
That's alright I suspect the problem was with the for loop, in your original script. for (int i = 0; i >= top.Count; i++) // Should probably be...