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Cheers. I don't have the concept of a "current weapon". All are potentially selectable with no time penalty. Each weapon has a potency measure...
Working on game AI at the moment, and I'm deliberating the following question. My actor has a bunch of weapons. There are a number of possible...
That's exactly what I have. I have an enum that describes each type of object in the game (yuk, I know this is generally bad practice, but...)....
Been working on an RPG for a while, and am now looking at the item upgrade mechanics. My original design was that Item A-I can be promoted to Item...
Ugh, I'm tired and stupid. Those warnings in the console window were stale. Must remember to clear...
I have a base item class [CreateAssetMenu(...)] public ItemClass : ScriptableObject { // etc } and a derived one [CreateAssetMenu(...)]...
I have a global-to-all-scenes controller class that has DontDestroyOnLoad() called in its Awake. I have 3 scenes A - a bootstrap scene with a...
If a wanted to pop up a mini-game during a normal level of my game, is there a good mechanism? Possibilities: 1. Have some hidden area of the...
So we have a Unity plugin written in C++ that performs some heavy lifting on a thread. From a CoRoutine (so once per frame) a function in the DLL...
Working my way through the Adventure Game Tutorial. Trying to figure out what removes the pickup items from the scene when they are collected....