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In clue, we have multiple sets of mutually exclusive choices. Only one weapon out of fixed a set of weapons, one room out of a fixed set of rooms,...
It looks like the bools describe distinct properties of the object. If whatever you are building (you aren't telling us what you are trying to...
Why do you need to add the scrip to the mouse? Add it to any object in the scenery. Have the script simply check during Update() if there is a...
It seems to me that you don't know C# very well - or at all. Perhaps it would help if you watched a C# tutorial before you proceed with Unity. It...
When the compiler complains about something, your best bet is to check where you think you did what it complains about. Can you point to the line...
This rb.MovePosition(Vector3 moveDirection = new Vector3(xDirection, 0.0f, zDirection)) += moveDirection * speed; is completely wrong. Can you...
Hint: when the compiler tells you it expects a "{" at line 5, position 44, it usually means it. You may want to look there and try to figure out...
It would help if you put in your original knockback code so we know how you approached it. Based on on that it should be simple to change it the...
Since you need to calculate the distance to any potential target anyway, just run the following pseudo code - get a list of all potential...
Now that's indeed a mysterious question
First, you are not stating what 'working as intended' really means, you refer to a 'problem' without telling us what that problem really is; you...
Do it in Update(), and use Input.GetKeyDown() to determine when to do so. That being said, if you are new to C# it can be a tall order to learn...
It doesn't really help understanding; images are not searchable, quotable, and usually have a different resolution from the text we use to display...
Please use Code Tags, not images - read the very first post in this forum. You are using GetComponentInChildren<SpriteRenderer>() without...
I'm not sure what your question is. Recursion is one of the more powerful tools under our belt, and you'll notice that some of the most often-used...
How do the bullets know where to move when the player does fire and what they hit? Use that logic to determine where they will land. Of course...
It usually means that the parent class already has an attribute called 'collider', and that your definition will replace the one your object...
I don't think that the editor can display a List of Lists, just like it can't display a dictionary.
The reason your character is moving absolute and not relative to where it is looking is because you are using Vector3.right and Vector3.forward...
Oh, yes, sorry for being cryptic. In this case, though, the correct pragmas can be found here (it's apparently a surface shader).