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XazeRekt's SetupAndroidTheme seems to be working well. (Had to remove "ApplicationChrome" as I included the function in the same class as Start.)...
As we know, the Update loop is tied to frame rate. FixedUpdate is tied to physics. But, since your goal is to move over a length of time, not a...
I think he was suggesting using Physics.OverlapBox to solve OP's problem. Which seems like a valid suggestion. It's not a weird obtuse question --...
This is not released yet, but added some mushroom traps. [MEDIA] Was having a slow day, decided I had to get something done. This seemed simple...
What approach should I use for a game where you can make buildings on land, and, a shipyard on the coast line, and then build ships for the water...
It's incredibly useful and productive. It saves me tons of time. I have dozens of third party store tools pulled in, hundreds of namespaces,...
Just posted v1.0.7 to Steam. Check that link out for the release notes. Having a blast developing this in Unity. If you are interested in the...
[IMG] @Wright -- Just wanted to give you an example of what frustrates me with my IDE (JetBrains Rider) but, also MapMagic's source is a...
@Rene-Damm (or anyone else.) Checking in again.
Anyone else experienced this? I guess I'll try to reproduce it in a small project and submit a bug to unity (if they still have that option...
Any other thoughts? How would I make this an official suggestion or feature request to Unity3d?
Hm. I just tested dragging an audio source onto a game object in my scene, and the inspector didn't change. So, I don't think that would trigger a...
I see a similar question was asked in 2014: https://forum.unity.com/threads/event-when-component-added-or-removed.253141/ This doesn't quite...
I have a canvasGroup. I set... canvasGroup.DOFade. I added this to a sequence. DOTween.Sequence().Append(...).AppendInterval(2f).Append(...) I'm...
Is there a callback for a different component being added to a gameObject? Scenario: 1) Empty game object. 2) Add example component "MyWidget" to...
Primary desire is to return to the same state as before. So, the player is blasting through creatures, they come upon a cave, they enter the cave,...
Oh, you mean when you hit the doorway leaving, instantly grab everything. Completely agree, great point. Thank you. I will definitely work that...
I like your idea of remembering the creatures when leaving. So, I think I'll work on implementing this approach: - The first time visiting a cave...
Good ideas. The main thing I'm left wondering is how to track randomly generated monsters. Outside of the cave, my statically placed creatures I...
I have an "outside world" scene, and I'd like to switch scenes when the player goes into a building or cave. Then I'd like to re-activate the...