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Hi all I'm trying to wrap my animation controller with AnimatorControllerPlayable I'm setting the SetPropagateSetTime to true, so that I can...
The simulation is run by Physics.Simulate method on a fixed time delta. and yes I have colliders on the walls that are meant to collide with the...
Hi guys I'm using Cinemachine with the extension CinemachineCollider but I also turn off Physics.autoSimulation as I'm controlling physics...
any advice?
Hi guys I made a simple URP unity project. running the project in the editor works fine and all is great. Building the project to window using...
thanks Although deleted all PCH files didn't work. what worked for me was deleting the entire Library/il2cpp_cache folder
Hi all I'm using Unity 2020.1.3f1 today something weird happened in my project. my visual studio 2019 enterprise edition got messed up so I lost...
Thank you guys. helped me a lot :)
Hi all. I'm using NavMeshAgent for all my units. for ground units it's working fine and they cannot walk on water and they are looking for a...
When u say "apply" should I just use the update method to check if the current timestamp is the same as the event timestamp and than execute it?...
Was thinking about it, but the server works in a deterministic way so there is no "full state" only a list of events so that all clients interpret...
Hi all, I'm building a multiplayer game with my own server. The server is sending the events that happened in the game to all the clients. The...
Hi all, In my game there will be melee and range enemys. I'm trying to make them use the same scripts if possible, and not create a different...
My problem was that another script was calling the instance of the singleton in it's awake before. so it did the destory method and the object was...
Hi all, I can't seem to figure out what I have done wrong. I made a generic Singleton Object like so: using UnityEngine; public class...