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Sprite tileSprite = Resources.Load("Assets/SpriteMap/PipeSprites_1") as Sprite; You are using Resources.Load incorrectly...
Depends what behavior you are looking for. Not sure what mechanic your laser beam has but if you just want it to detect a collision then a raycast...
Hey, sorry to necro this thread, I am trying to use JWT in unity myself, but cant seem to import https://github.com/monry/JWT-for-Unity without...
You just saved me a lot of time! Thank you so much!
[IMG] (Picture is just for illustrative purposes) I have a large spritesheet. Every tile has some different physics shapes. Currently I:...
Very cool tool, but unfortunately cant seem to get the desired result as it stretches and deforms a sprite very smoothly....
Wow! This looks great! Will give it a whirl and share my results here! Thanks!
This is a good idea. unfortunately my line consists of several points which forms a curve, not a straight line....
I am currently making a top down retro game with pixel graphics. I use Unity's line renderer for certain things but it is very smooth and doesn't...
For those who stumble upon this thread. The only solution I found was have a script edit the tile .asset files one by one. In my case I made an...
This is all in all very confusing....I will try to help you but your question is very unclear. I have some questions: void Awake () {...
I am currently developing a game where I need all my tiles to inherit my custom base class tile. eg. public class CustomBaseTile : Tile { }...
Glad I could help!:)
This is a common problem in making 2d tile based games. It isn't Unity specific and the solution is usually to add a pixel bleed around the edge...
Hope everyone is well. A little background: I am working on a top down RPG which will have a very large map. I was planning on having different...
How are you slicing your sprite? Quick thought also, based on the screenshots it seems your spritesheets don't have any bleeding. Something to...
I came across having to save some attributes in my rule tiles. Not sure if this is what you are looking for but the way I achieved this is by...