A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
What I mean is this: [ATTACH] Is there a way to fill out all the Player1 input with the default controls.
Hey everyone, So I just purchased Corgi Engine and I am wondering if there is a way to auto-generate the default inputmanager.asset file located...
I am on 2017.3.0p2 and I am just not saving my prefabs until the fix comes out. It does put me on edge knowing that I am not keeping my UI prefab...
I also had this happen to me, I temporarily placed an object with a sphere collider with the same position as the controller/camera, the...
rootCanvasRect is the RectTransform of the root Canvas that has your UI object. Vector3 screenPos = Camera.main.WorldToViewportPoint(...
So I forgot to mention the parent of this UI object has to also be bottom left, and it has to have a position of 0, 0, with a height and width of...
This is just a known quick fix because the limitation is that this UI object has to have the anchor preset to the bottom left to match the screen...
This article does a good job covering what the EventSystem is all about....
Wouldn't it be PointerEventData.pointerId ? http://docs.unity3d.com/460/Documentation/ScriptReference/EventSystems.PointerEventData-pointerId.html
The wall shouldn't need a rigidbody because it is static (shouldn't move). Also I think a stretched out box collider would be better because of...
replace the first line of your update code from using transform.position to rigidbody.moveposition...
Any other way would be dynamic, there are several ways but commonly assetbundles and the resource folder are used. Specifically for the resource...
increase the amount of segments until it looks clean, also try adjusting the radius size and tweak the actual scale of the gameobject.
You have to transform the mousePosition from screen space to world space and then use the bounds.contains from the sprite: Vector2 position =...
In your Gun script just make a new variable to hold the ammo and decrease it in the Shoot and ShootContious functions int m_ammo = 100; public...
The design pattern you are looking for is the term "context game programming". The idea would be you enter a trigger volume near an object and the...
yea I am also running into this issue, currently i have to isolate working files to code.