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Thank you very much it wasn't quite correct but it got me in the correct direction I needed to go in to get it working. Very helpful.
I am attempting to cancel the first if at signs of death or at thruster <= 0 but every combination of the if statement seems to keep breaking the...
Actually got 2 issues: The first is when I jump and smack into a collider I sometimes get a distorted look on pixels bleeding into colliders...
Thank you very much!
I fixed the issue by changing it to a get component but I would like to know why it is not good to use find like you stated in your first post. If...
I had done the Debug.Log(name) and all are being called when the coroutine starts up for each one. But the second part I do not quite understand I...
void Start() { animateSprite = SpriteRenderer.FindObjectOfType<SpriteRenderer>(); StartCoroutine(animateBox); }
I have a coroutine attached to a prefab but when I run the game only the last instance of the prefab plays the coroutine. Can someone explain why...
Then how would I get it to delay for the random time period between spawn times? I have tried time.time and Invoke they both break and not in a...
I have attempted to get this to work properly but no matter how I place the Coroutine into the code it keeps breaking the game mechanic. This is...
Sorry for the confusion in the header realized it after the fact I am looking to give my character an adjustable speed var he already moves but...
This is the code I am using to get the position of the character but cannot seem to find a way to get move my movement var to work into....
I am pretty sure GetActiveScene was exactly what I was after thanks I must have skimmed past it when reading the docs and did not see it when when...
Version 5.5 I know how to get the levels to change properly with earlier versions of Unity Application.LoadLevel(Application.loadedLevel + 1)...
I am using a photoshop file broke down to a 32bit tiff file with no layers for my normal map however, when I drag it into my texture folder its an...