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You'll want to click on "Curves" in the Animation window (on the bottom), click and drag to select all the relevant frames in your animation (the...
The NPC script has a "LoopType" dropdown, where the last object is "Repeat Final". That should make the NPC repeat its final line of dialogue when...
This is a very fair criticism, and it's one I'm going to take to heart. It's something I struggled with a lot (and I still do). I'm still planning...
Visualizing 8-way aiming is surprisingly tricky (either in Rex or just in Unity as a whole). I initially had plans to do an update with that, but...
Hey all, Update time! About a month ago, I accepted a job at one of my favorite game companies. Since starting that gig, I’ve been struggling...
I think this all sounds pretty doable with the existing AI. I'd check out the AI tutorials: [MEDIA] (There are a few others on there as well,...
Sounds like the game might still be paused when it loads? I might try calling PauseManager.Instance.TogglePause() after the new scene loads. I'd...
Interesting question. I think I'd probably add that to the ProcessCollision function on Powerup.cs, line 292. If you want to set the volume to a...
I had this in my WIP folder. I haven't used it in a while, but a cursory glance looks like it should work, and it should let you add as many menu...
Resources/System/TouchInterface. You should see child GameObjects inside that prefab for each button. You can set any of those child buttons to be...
There's no way to do it in the Editor, but it's fortunately pretty boilerplate in code. You'll want to edit RexPalette.cs. If you look at line...
Yep. There's an option on the Attack component called "Is Aimable" that will do what you're looking for.
This makes me stupid happy. Keep up the good work!
I'd probably not use any Rex functionality for that, and I'd just attach a script to your text that looks something like this: float speed =...
The Animation tab, correct; the same place where you're adding your animation frames will also allow you to change other properties on the same...
You can use your AnimationClip for the attack to enable or disable the BoxCollider2D on any frames you'd like, as well as change its size,...
Oops, my mistake! Sorry about that. I checked my notes more carefully, and there are two files I had to update for the fix. Here's a DropBox link...
The death sound is on the RexController, under the "Audio Clips" subheading. That second one... is a really good point! There's just one...
Something I eventually figured out on this one is that adding a Rigidbody2D to the child RexController (and setting it to Kinematic, so it...
You can check if the actor is on a surface (i.e. is grounded) with this: if(slots.physicsObject.IsOnSurface())