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Thank you, this is really helpful!
Hi all, I have a string array that looks like this: o = new string [40, 40]; o [3, 1] = "OPTION ONE."; o [3, 2] = "OPTION TWO."; o [3, 3] =...
Hi all, I have a peculiar error that's preventing me from getting anything done. Most things in Xamarin are underlined in red, and they show the...
I'm accessing the Tonemapping script as follows: mainCamStatic.GetComponent <Tonemapping> (). What values would I edit to change the points on...
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Thanks for the suggestion. I've just tried that and it throws the same error, unfortunately.
Hey all, I'm getting the following error and I can't work out why. It doesn't seem to impact the game at all - everything works, it's just...
Thank you for your input. It does seem too unwieldy. I'm trying to use lists instead, but keep getting an error. Here's what I have so far:...
Hey all, I've created a rather large multidimensional array as follows: public static int [,,,,] l = new int [40, 40, 40, 40, 40] { }; How do I...
These are all great suggestions. Thank you!
Hi all, I have a script that fades the screen in and out, but I'd like to make it so that this happens over a precise number of seconds by...
It's for full scene rain. The sheets of rain are spawned randomly within a certain range at a certain height above the camera. It would probably...
Hi all, I'm working in low resolution in 2.5D, using only pixel perfect graphics. I have a rain effect that uses the following image, falling...
Sure! Will PM you a link : )
Solved: I needed to go to Edit > Project Settings > Graphics, and include the shader I'm using under 'Always Included Shaders'.
Hi all, I've made a lightning effect that I'm quite happy with using line renderers. It works perfectly when I click the play button at the top...
Hey all, I've managed to find what I was looking for. It was a matter of calculating the direction relative to the rotation of the object. Here's...
I have an object with a Vector3 called startPosition, a Vector3 called targetPosition, a Vector3 called direction, and a float called maxDistance....