A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Ok ok, I see that Lighting is disabled in your scene view. Please, check if the light bulb is enabled. Also if you are using baked light you need...
The problem with your code is that you are missing the using directives. Without them the compiller does not know from where to take the types and...
Can you show me your light setup? Are you applying a specific shader to the objects? Maybe if you are using a custom shader it does not allow...
If you marked the light as baked. Probably you need to go to Window -> Rendering -> Lighting Settings and Bake your lights. In order to be baked...
Maybe you can take advantage of this [RuntimeInitializeOnLoadMethod] If you try it please let me know if it worked.
When coding in Unity, a common mistake is to make every script as a MonoBehaviour. Often is better (To take advantage from constructors,...
Which version of Unity are you using?
That is not going to work because of how defines work. After adding a define the code needs to be recompiled, so the first time the preprocessor...
Hi! Can you be a bit more specific about what are you trying to achieve? Any mock or image could help a lot, so we understand your problem.
Hello, mmm... If I don't misunderstood anything... Something like that could do the trick. public class FirstScript { private readonly...
Nice, I'm glad to help you.;) Mark this as resolved if it worked
It seems to be an issue with the TileMap method. The SetTile method is calling an internal "ClearTile" That is using the "DestroyImmediate" method.
If you are interested in a generic observer pattern, it's a good idea to take a look to UniRX. Have you tried it?
Maybe you can try : UniTask.WhenAll(TaskList) .AttachExternalCancellation(cancellationToken);
You can try something like this. Not tested code but it should work private GameObject _currentTriggerObject = null; public void...
As far as I know, Unity load all the prefabs referenced by your scene, your assets, etc, in-memory. Unless you Load and Unload dynamically(ex:...
Just a little bit of refactor, remove duplication of your code it could actually help a lot while debugging. Please let me know if you find the bug :P
Hi! I tried to simplify a little bit your code to help you find your bug. Here it is :) Hope it helps. public Slider staminaBar; private...
Hello devs, as I said in the title, I'm running out of time with this delivery and I can't figure how to deal with this bug/issue. It wastes a lot...
Hi! We were doing a small prototype in a Cyber-Jam. We want to receive feedback. Could you take a look? :)...