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So you would recommend the approach I though of? Create an Upgrade Class that has a constructor that accepts an UpgradeSO and fills in the data...
Hello, I would like to know if it's better to create a ScriptableObject instance at runtime (editor-only, to prevent modifications to default...
I got it working the way I wanted to. Let me explain how I did it: I have this class: public class Upgrade : ScriptableObject { public...
Yes, I'm making changes to the instances because if I make changes to the actual asset I have to change all the values back to default every time...
Hello, I'm making a game which uses ScriptableObjects to store some upgrade data, like price, level, name, etc. So basically I have an...
Unfortunately it didn't work as I expected. While I'm looking at the front face of the cube, it works correctly: If I drag the mouse down, the...
Thanks, it worked! I did players.add(ScriptableObject.CreateInstance("Player") as Player);
It worked, but now I have another problem. I had already fixed it, but I don't know how I should do it with this code. I need to rotate the cube...
Hello, I have a Player Class which inherits from ScriptableObject and has a List<Vector3> in it. Then I have another script running and I'm...
What do you mean by "Your delta values"? And why +-45f? Thanks!
Hello, I'm trying to check if 3 points in a 3D space are collinear. I chose to make 2 Vector3 AB and BC and check if the cross-product of the two...
It didn't work, I don't understand why.
I think so, as the script is a component of the cube, but I'll try to change a little bit the reference to see if it works in some hours.
Hello, I'm trying to rotate a cube when I drag the mouse while holding down it's right button and limit the cube's rotation as it follows:...
I hope my solution helps someone: Player Script: public class Player : MonoBehaviour { // Some code. private void...
The thing is that the player can stomp at anything, any ground, any block. However, it will have the same effect on itself despite of what it's...
Hello, How can I make it so when 2 colliders collide, they both trigger their OnCollisionEnter2D() entirely despite one being destroyed by...
Hello, I'm creating a game in which the player is a bouncing ball. When the down button is pressed, the ball is launched into the ground at...
Can anybody help me? :c
I think I got the passing through ground thing fixed, but the player still sticks to the ground... Wasn't it supposed to be launched to the air...