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You shouldn't be using a scriptable in this way. They hold data for you to retrieve and re-use, so you shouldn't be changing the data of them at...
First, lets say you have a gameObject (go) and you want to do an if check on it. Is there a difference between these two checks? if (go != null...
Another option that takes care of bounds for you is just to just a foreach on the transform: foreach (Transform child in transform)...
Yep, what @GroZZleR said.
I don't remember the older editions of Unity having a beeping noise when assets are refreshed, but its really annoying. If I turn off...
You should be fine if you commented out: //object hit = null;
As a tip, if you are moving your object via transform, you should move it in the Update function. If you are moving an object via the rigidbody...
I would assume if the character had pushBack, you would want it to complete before you can move again. If this is the case, add a bool isPushBack...
Your code is getting confused with a object hit you declared and the hit parameter. void OnControllerColliderHit(ControllerColliderHit hit); {...
What behavior is happening that isn't expected? We need some details.
@Marble That's a good idea for only showing null references with a custom inspector.
This is just a conversation about which do people general prefer to do when they need references to specific scripts. Do you link the reference...
bump
Update - I went home and pulled from git, loaded up the scene and its a completely different size. 3 computers with 3 different sizes all on the...
Here is what's happening: I am on my desktop working and I have my terrain the way I want it - the correct width and length, etc. I check...
I have a bunch of objects - like labels, textures, etc. Some of my scrips are referencing those objects - via me dropping them into the script....
In the animation, I have two states: Idle and Move. Idle has a transition to move with a parameter. On the Idle state, the speed is set to...