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Yeah, It's already parented to the arm bone and there's no sorting group or anything like that. Its just the skinned sprite with bone depths, and...
I have two sprites; one that is skinned and animated, and another sprite (it's a separate gameobject) that is supposed to layer in between the arm...
Okay, I'll try both methods... Thanks for the help!
Good to know, but is there an easy way to fix it?
Hello everyone! I'm having a problem when exporting from blender to Unity where the model of a shotgun shell seems to stretch on every axis...
Hey everyone, I'm having a bit (lot) of trouble at the moment. I can't seem to make TMPro UI elements block raycasts and any normal UI elements...
OK, found the problem. it was scanning over walls that have already been made and creating walls around that. so all I had to do was: // Creates...
Hello everyone! I need help with a part of a script that creates walls around a dungeon. The part of the code that makes the walls looks as...
It is definitely public, as I can see it in the editor, and after I run the public void, the list doesn't change at all... I'll have a look into...
And, yes. I am adding 0 101 times, for the tiles' skins.
It's all working, even the loop. However, It's not adding anything to the Frame Code list...
Hello everyone! When I click a button connected to the public void, the private doesn't seem to run, even if the IF statements are true. I tried...
Hello everyone! It seems that I can't get my JSON values out of my class... Here's the script code: using System.Collections; using...
Hello everyone! For some reason, the physics of my objects break and so do the colliders once I add them via script or I assign the collider and...
The thing is, it all broke after I added if (GameObject.Find("Non-Mouse Mode").GetComponent<Toggle>().isOn) {...
Nope, It didn't work
Ok, Thanks! I'll have a try
Hello everyone! My arrows aren't moving, even though the values are all working, the if statements treat them all as false. My code: using...
DERP! Never mind, I just had to change transform.position to transform.localScale
OK, I did something similar: using System.Collections; using System.Collections.Generic; using UnityEngine; public class AxisArrowScript :...