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Thanks. The only issue I'm left with is the EncodeToPNG method included with unity only letting me use 24/32 bits truecolors, which in some of my...
I believe you're right, what i meant by that is "using a Csharp implementation of the algorithm used in png, so i can use my own data structures...
So, i ended up making it work, but I need to create a texture, add the pixels (one by one), and encode to png, then get the png file, make it a...
If it's not a license problem, you can try other versions of VS too, i had to go back to VS 2017 as the 2019 version was annoying me. I also...
Instantiating prefabs consume a lot of resources. You might want to try object pooling. >> Determine how much fire gameobjects you'll need. >>...
It might cost you a small bit of performances and "Good practices dev fighter" to hate you, but you can create a struct that has two implicit...
Of course, even a specifically made-up e-mail won't do if the application becomes "big" / "serious", as you'll end up being responsible for any...
There's also raycasts / spherecasts that could work, but honestly it's most of the time a pain to implement.
One easy way would be to add a empty gameobject and place it at the first floor. Add a transform reference "FirstFloor" to that script. Drag and...
I guess that you might want to create a grid, populate it with one or multiple gameObjects as childs, drag and drop it in the tile palette, and by...
My advice for adding tiles by script during runtime: Create a new struct that contains a public Tile (tile) and a public String (name). Make that...
It would require me then to convert the tilemap as a real image and then use png compression ?
I believe it doesn't know as is it is a behaviour and it might require casting. In Csharp it would only require you to do:...
Hello everyone ! I need some help as i'm currently stuck on one important part of my little project. My world is both random and user generated...
I'm sorry I don't remember the exact steps required to return the angle you need to use, but you should now be able to google it properly or wait...
My "rule" is : Am i sure (or almost sure) i'll need this once or multiple times during this session, or do i have enough ressources to load it...
I once worked on such type of project. Half of my work was done by a tiers library called Triangle.net that was doing most of the mesh generation...
Maybe use a raycast in the floor direction when you try to jump. Use the normal returned by the raycast hit to check the slope degree, if it is...
One "tactic" i used at start a lot is sometimes to follow a tutorial that is making really complex projects i can't really understand while...
If you are talking about a terraria like building system, yes. And it's quite performant, but it requires some workarounds an multiple tilemaps.