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Maybe they don't even have separate selection meshes ... I suppose each unit's collider is probably just a cube/capsule anyways since that saves a...
It's an interesting problem. I suppose for a 3D RTS game the only realistic way is to use something like WorldToScreenPoint. The only question is...
public void OnClickUploadImageButton() { NativeGallery.Permission per = NativeGallery.RequestPermission(); // probably should...
Create some OnEnterKeyPresed() function, and in that function parse the text value of the input field into the float. Then use Mathf.Clamp on the...
Could be a number of things, it's hard to tell. The code seems fine. Maybe the colliders aren't triggering like you're expecting. Maybe AddItem...
Possibly because your prefab has some kind of default offset saved to it, causing it to start in the wrong place. But it's hard to tell without...
Basically yea :cool:
IIRC, canvas resolution and screen resolution are two different things. Canvas controls its own resolution, which I guess is why it says "Some...
There is a much more straightforward (and probably more reliable) way to achieve what you're doing ;): void OnClick() { RaycastHit hit;...
Out basically just means it applies the result to the parameter. TryParse already returns a bool (successful or not), so it can't return a float....
EDIT EDIT: Okay so technically speaking the way I suggested is one way of doing it, but it is not what OP is looking for. The way I suggested is...
Not sure what you mean :p If you're worried about the raycast colliding with the unit itself and producing weird results maybe you could use layer...
This is one of those kinds of things that looks easy to implement at first, but really isn't ... you have to figure out a way to parse...
Maybe something like this (pseudocode)? void Start() { MyInputField.text = MyCamera.orthosize+""; // convert to a string } public void...
Looks good to me ... so long as you want to interact with all of them in the same way. Otherwise Interaction() will have to call some other...
Agreed, when buffs begin to potentially overlap, they can cause a bit of conflict. If the logic is scattered around in different classes, it...
If it were me I would try: Get raycast of position where player started dragging (https://docs.unity3d.com/Manual/CameraRays.html). Get raycast...
I think the complexity of the problem you face is probably the result of the fact that you are using classes too readily. I admire your OCD, but I...
Create an OnDie() function in your enemy's script that gets called when the enemy dies. In the OnDie() function, call...
I'm not 100% sure what it is you're stuck with ... but it looks like what you're trying to achieve is to have separate panels (e.g. for skin...