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Well, composition as a pattern and design, as it is present in the Unity engine, breaks a lot with what one might have learned about creating...
Well, we ourselves don't need to hash the key, that's what the dictionary is doing internally to try to find the object stored under that key,...
Okay, let me start from a different point of view. The issue itself is not hard to understand, but I struggle to explain it to someone who doesn't...
Thank you for your reply! Is there a solution that doesn't require hashing as a means to resolve referencing? I am curious because if I know that...
I looked a bit around some more but I couldn't find any clear solution. The problem seems to revolve around "identity by name versus identity by...
With the new LTS 2020.3, I read up on Adressables and how awesome they are. What intrigues me most is how one is even to reference sub-assets...
Well, an obvious solution is to create different SO instances for different scripts of your archetype, but you can imagine that this gets messy...
There has been an on-going debate about how ScriptableObjects should be used, ever since they were introduced. Some people say that they should be...
The Wave Function Collapse Algorithm and its variations are good at creating a grid of features using a set of rules. I guess that you could...
In newer versions of Unity, the engine supports the serialization of generic classes under certain circumstances, so we no longer have to inherit...
I see that you use vanilla C# events, in Unity, we get a solution to events with UnityEvent. The huge advantage of using the Unity event over the...
Throwing exceptions is a very expensive thing to do at runtime. In many programs, an exception is only thrown when the program cannot continue and...
I am a strong defender of the single-responsibility principle and your code does a lot of different jobs at once. In programming, the principle...
Does any of your room templates have a RoomSpawner component? Does the GameObject that has the RoomSpawner component also has a RoomTemplates...
The difference between Editor and PropertyDrawer is crucial. A custom Editor defines your own logic on how the inspector displays a whole...
Your line 11 base.OnInspectorGUI (); in your editor script strikes me as odd because it probably does the same thing as...
Well, there is not a right and wrong really, however, what I would do is to create a prefab for each kind of spell, rather than for each damage...
A complex spell system is quite a challenge. From my personal experience with this, I recommend you to stay away from inheritance in Unity as much...
As PraetorBlue points out, creating code is usually both dangerous and overkill for most projects. An answer to your question highly depends on...
As Kurt-Dekker already said, you don't interact with prefabs, but with copies of that prefab that you create in one way or another. A Prefab is...