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That would be color.a (alpha), and it exists :)
All of those, 2D, 3D, URP, HDRP etc. are just templates to get you started, nothing you can't change later by tweaking various settings and/or...
Noticed the same. Speaking from memory here, but I think I remember it having to do with step offset value. Not able to check it out to be sure ATM.
There's an old C++ tutorial series on YouTube that explains all this stuff in a very nice, very slow paced fashion. It starts with variables and...
You're missing an opening { bracket after class declaration. Always ensure every namespace, class, method, if statement etc. have their own...
Just change the hero's agent avoidance priority to a lower number than of those of regular units (default is 50 I think).
Writing this from memory, but... In model inspector see the last tab. There should be a legacy material import setting (to NOT embed materials)....
+1
Post Processing Stack v2 is legacy stuff. You should use the built-in post processing that comes with URP or HDRP pipelines. Right click your...
All OK now, thank you!
Last verified, 1.0.0, April 29, 2020
Yep, same here. Latest Unity version (2020.1.4f1), latest InputSystem version.
For me if I try the cloth component on simple geometry such as the Unity plane then it works ok. The problems appear on skinned meshes, such as...
What I did is to have a single main UI manager component that references all needed UIs in game, and then loops through them and runs a custom...
For hierarchy, personally I'd be happy with a simple built-in grouping functionality. A foldout control for example.
Your enemy script is called "EnemyScript", but you're trying to get the "Enemy" component in your bullet script, which does not exist.
Flag for setting gameobjects unselectable in the scene view. For example you may want to set this on your level geometry so you can easily select...
I've noticed that too and bugs the hell out of me. And it doesn't seem to be related to project size or Unity version (I'm on 2019.2.14, but this...
I solved it by doing a custom "Warp" method with characterController.Move(Vector3.zero) just before setting it's position/rotation. After the...
I'm interested in this too. Any plans for further development of NavMesh Components?