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Hi! I've been working on a menu asset that makes menu panel switching logic and creation a breeze! Here's a teensy look at the inspector for it!...
WallPen is a grid-based interior design tool that makes designing interiors easier, making its way to an Asset Store near you! No more tediously...
Hiya! I'm currently experimenting with a skateboarding game prototype, and one thing i noticed in the Skate games is that the player automatically...
I'm making a ammo counter that goes along the side of the screen, and to make it take as minimal room as possible on the screen, i'd like to push...
My character is holding a gun in blender. His animation involves him throwing the gun in the air and catching it. The character's hand is IK'd to...
Hiya, so my project was fine yesterday and I opened it up today and found the raycasts were very inaccurate. If the raycast hit anywhere near the...
I've got a custom line renderer to help show when the player drags from the blue dot to the red one. [IMG] My problem is, this line doesn't show...
yeah sorta, i dropped the procedural office because it was hard to do and went with prefabs. But yeah enemies don't come back ever so destroying...
I know that it is literally just an outline effect but I've never understood how blender does it so well but a lot of unity scripts can't,...
This is stupidly simple I love it. Thank you so much dude
Maybe, it sounds quite hefty to do though. I'm sorta looking for something like in Hotline Miami, but instead of the floor resetting, it's just...
I'm making a FPS roguelike, and when my player kills all enemies in a room I make a checkpoint where he is. When the player gets killed, I respawn...
yeah, I heard they used a script on import to generate the surface IDs. I'd like to figure out how to do that but I don't know how
Heya, so I was reading how this person did outlines for their game, and they said that they got a bunch of info from the scene and put it into the...
I've got this ability to throw the player's weapon, and because the player would unintentionally miss a lot I used a spherecast to kinda snap it...
that's the problem, my game's props aren't synchronised even though they are all using the same seed. The actual base level the props are on are...
That means i gotta send a new seed for each phase of the level gen. Surely i can just use the base seed again, multiplied by i?
not at all! then all the rocks will spawn in the same spot, and the trees, and itll all look like a clump of objects.
That sounds like it could work. Although, it would technically mean each prop gets spawned in the same place, right?
Heya, so the maps in my multiplayer game are procedurally generated, and set on floating islands. For the room owner, he sets a seed for the room,...