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I figured a class can be send via netcode by using NetworkObjectReference if the class has a networkobject attached to it's gameobject. But what...
I am trying to serialize a class, but I keep getting this error. What does it mean? These are the attributes of the class. protected int attack;...
The ownership change appears to work on the server side but is not properly registered on the clients side. In this code the first print and last...
I found out it's because the added classes is not for somereason synchronized with the clients, so it wouldn't show in clients. How do I...
when I removed the networkvariable I try to synchronize it worked normally, but with the network variable it breaks like this. I tried everything...
I add a class based on a type of a tile and this class inherits from networkbehaviour. I do this at the start of the game, however I get this...
How do I access unity transport with code? I want to change the protocol from relay unity transport to unity transport depending on whether it's a...
So I want my game to have both singleplayer and multiplayer modes. If I use NetworkVariables and RPCs for my multiplayer part will I be able to...
I found out I have to add network prefabs to the network manager at runtime, depending on whether it's a singleplayer or multiplayer session....
I don't know how to somehow disable the networking manager, because I want to have a singleplayer mode, but when I test the singleplayer I get an...
I'm using the unity's lobby system and their Player class to tranfer data between the server and clients. I just don't understand how I can tell...
Netcode has this Player class that has a data dictionary in which one can store values to save for the player, but it only accept strings and I...
I installed git, added it to the PATH, closed unity and hub, opened them again and unity still shows me this error when trying to download a...
so nobody knows how the ui really works, eh?
If I have a scriptable object and some instances of gameobjects with a script use this scriptable object, then does this mean whenever one changes...
I tried setting the anchored position and it didn't work, but I've found out that setting the pivot together with local position does the job. Now...
When I assing the position ot the element, it is not set exactly on the position it's supposed to be in, but its getting offset everytime. How to...
On a button component, there is the "on click" part. Is it possible to get the reference to the clicked button in the function that this onclick...
So child gameobjects will natively move with their parent? Didn't know that, thank you.
I don't know how to phrase this question really, but can I make a gameobject part of another gameobject in a way like UIs can be on a canvas? Like...