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Something like this should work... foreach (var g in GameObject.FindGameObjectsWithTag(other.gameObject.tag) { g.SetActive(false); }
Everything I know about this stuff is in the docs (README.md) here... https://github.com/playgameservices/play-games-plugin-for-unity
You want to pass the Google generated achievementID.
Looks like you *can* pass an ID with the call. From the docs... Showing the Leaderboard UI To show the built-in UI for all leaderboards, call...
You're trying to destroy the *parent* of the object the above script is attached to. You say it works when the script is attached to a bullet...
I obviously didn't test the above snippet. Looking, I see that Directory.GetParent returns a DirectoryInfo object (not a simple string). So,...
Take a look at the Vectrosity. Not free, but absolutely worth the price of admission.
I assume you've already loaded the file-based word list into a collection of words (using whatever method you choose). It's not clear to me what...
Untested, but something like the following should work... Touch mytouch = Input.GetTouch(0); if (mytouch.phase == TouchPhase.Moved) {...
While I didn't try it, I'm surprised that a "../" within a path doesn't back up a folder when used with Process.Start. Are you sure that's true?...
Well, you're getting a bit of (untentional?) rounding here since you store the slider length in an INT: public int horzSliderLength =...
On the surface, the above looks reasonable (though code tags would make it easier to read). What is the result of the above code?
The code you show is using the built-in, native .NET array object. They are extremely fast but cannot be resized without rebuilding that array....
Yeah, code tags tend to do that - you should use them... ;) Happy New Year to you also!
Yeah, that should be fine. Though, as you said, it's really quite similar your new code... Jeff
This ought to be close, though it's completely untested... public BaseAbility ChooseEnemyAbility() { bool canAfford = false; while...
Without more code or more explanation, it's difficult to provide many specifics, but here a few points to consider: Rather than choose from *all*...
True, though you could... Create a predetermined list of grid points and store them in a list or array Randomly select an index in the "grid...
range = barMax - barMin curLoc = experiencePoints - barMin; percent = barMin / range; In your Level 2 example: range = 300 - 100 (so, 200)...
Hmmm... That sounds *highly* inefficient - at least if you're attempting to place very many points (place point, iterate through all previous...