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I'm still a bit confused with this. How exactly did it unsubscribe when it was disabled? Was that due to it being null...? I don't think I put...
You were absolutely right! Having the player unsubscribe in OnDestroy allowed him to disable and then re-enable. Thank you. :D So, if the player...
So, what you're saying is, I should create and enable text to display in the game for when each thing happens? And whichever text pop-up doesn't...
Sorry for the late response. I'm not sure what you mean by text overlays to the screen. I'm only familiar with using Debug.Log and Print to add...
I'm completely stumped with this... Every other case where I've stopped the player's movement works fine and it's as it should be. His speed is...
I did do some, and the event was/is being called when the player is deactivated, but not the reactivate event, which is why I asked earlier if...
Okay, after a bit of procrastinating, as well as working on other projects, I've looked a bit more into Delegates and Events and have a bit more...
That's what I did initially - disable input/movement of the character, but I could never get it to last long enough before the screen fader...
Okay, I have a bit of an understanding of how they work and how to set them up, however in this case, I'm struggling to figure out how I'd...
Okay, so the first instance of this, I managed to fix. Basically, if I pressed the interact button to pick up something, the interact animation...
I've only looked into Events briefly, so I still don't quite understand them, how they work, or how to implement them properly, but I'll continue...
Thanks for the lengthy response. So, what you're saying in the end, is to not have my Screen Fader control whether or not the player is active...?...
At the moment I have my Screen Fader set up so when the screen fades to black, the player GameObject is deactivated, and when it un-fades, the...
I did have it carry over in every scene, but then decided to have it exist in every scene. I might have it carry over again, we'll see... Line...
If I turn it off before hitting Play, it remains off. If I pause the game and select restart, that scene is destroyed, along with its Screen...
Yeah, the GameObject off. But again, surely if a scene has its own GameObject and it's on, it would use/find that...?
I've noticed on Play, under the EventSystem, that no BaseInput script appears.
Looks like my controller is no longer selecting buttons again, despite thinking I had it figured out. :(
After some experimenting I've stumbled on a minor bug that's confusing me. I've no idea why it's an issue, but basically, each level has a Screen...
Okay, after looking into activeSceneChanged I came across delegates and events in that link you provided. Are those required when using...