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Yes, I took the custom data route, but it does pain me to have to allocate a new list, populate with particle data and modify the last spawned one...
@richardkettlewell Sorry for tag and necro post, but can you please verify that you do not send meshIndex data through with emitParams if...
Can you please paste how the property is set/defined in your shader? It might be set differently something like _AtmosphereThickness EDIT:...
Hey, As far as I understand you want to set the sliders value as the value in the material. You can just call SetFloat("AtmosphereThickness",...
You should do: gameTimerFinalText.text = string.Format("{0:D2}:{1:D2}",minutes,seconds); This just means that instead of assigning it to a local...
Hey, The way string.Format works is that you put a number into the curly braces and that will be replaced with the variable once the base string...
@Ryiah Thanks for the info, however as I said one object isn't a lot. But adding sub-assets(ScriptableObjects) to the main asset starts to rack up...
Hey @lordofduct This looks very much like it. Essentially I want the designer to have the option to select a Trigger type(distance, collider,...
Has anyone tried creating a trigger and action pair type? I would love to have my level designer be able to pick a trigger type and then the...
Hey everyone. I've run into some issues with float accuracy. I am trying to recreate the following:...
Hey, just make the int Money public. public class CoinClass() // The script on the coin { public int Money; // Can also give a default value here...
If you want just x then do this: private Vector3 destination; void Update() { destination = Vector3(Player.transform.position.x,...
Hey MindGem, After you've made the three prefabs, lets say their names are actually "A", "B" and "C". You create a folder in your assets folder...
Hey, I would just do a lerp follow void Update() { transform.position = Vector3.Lerp(transform.position, Player.transform.position,...
void Update() { t += Time.deltaTime/timeToReachTarget; transform.position = Vector3.Lerp(startPosition, target, t); }...
Of course it is possible, however you would need to put the enemyShips into an Array or List<>. This is the way to do it with an array. var...
Why not make a function, that adds the character position to a List every x seconds? A coroutine. Good luck.
The problem is you need to grab the SpriteRenderer component. You can do something like this: public void color1set(){...
scriptlatinha = GameObject.FindObjectOfType <Latinha> (); This is the issue, you find the object and not the actual script. U need to grab it...
Sorry, noone has the time to write the scripts for you. Look into some tutorials online, there are loads. [MEDIA] Good luck!