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Wherever the correct location should be for that Feedback/Bugfix request I linked to above (which I also formally submitted), it's not great that...
I was told by another moderator to post it in the Physics folder, which I did here:...
Are you using Rule Tiles correctly? All the rule tile needs is to know whether there's a red arrow on that particular adjacent tile (meaning there...
Are you sure you don't have two scripts with the same name? Or two scripts with the same class name at the top?
Can someone at least acknowledge this is a problem? I don't expect a solution straight away, but it would be nice to at least get a small response...
Unfortunately, there is currently a major limitation within Unity in 2D with regards to overlapping object colliders on the same Z axis (for...
EDIT: I decided to remove my extensive and well-thought out reply on the matter, which I made a week ago, since the OP has signed on here several...
I guess if there's no need for slowmotion below the standard speed, then it's probably better to have a simple IsGamePaused if statement in each...
I like the clarity of using separate scenes for different levels (or in my case, dungeon locations). Sure, it means effectively duplicating some...
Yep, the Editor's rather unintuitive unfortunately when first starting out - even though it says '2D' it's not 2D, it's actually 3D. You have to...
In my tilemap game, I maintained a 2D array in the code which defined whether a grid cell was empty or occupied. It would be very easy to place...
If you've just started coding for the first time 1 or 2 weeks ago, personally I'd stick to some standard C# tutorials for the time being before...
Use tilemap.CompressBounds() to reduce the size of the bounds to existing tiles.
You've got an infinite while loop there. It's just running that bit of code endlessly. Unity Editor doesn't cope at all well with infinite loops....
Currently, OnMouse events work perfectly in 2D as long as colliders never overlap, but in isometric games it's very common for sorted/layered...
Well, I implemented the once-a-frame RayCastAll+Iteration method to sort the colliders and it does the job. Although I'm a bit concerned about the...
Am I going to have to end up basically firing a RayCastAll from the pointer position every frame in the update - which logs multiple colliders and...
All my sprites are rendering perfectly in correct order using the layer/sorting system on the same z-axis - in accordance with Unity's own...
Have you looked into polygon colliders that match the sprite outline? You just drag the sprite onto the collider component and it should fill it...
It's hard to know what to suggest without more information. If you're making a fully 2D game then obviously everything will be generally on one...