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Thanks Eric, that looks like an ideal example.
Hi there all I'm looking to make procedurally generated levels for my game, taking the form of caves. The game is going to be top down 2D,...
Yes, rigidbody.detectCollisions was what I really needed. Thanks :)
I should also note that I am using this piece of code to make the player invulnerable for 3 seconds after respawning: void Update(){...
I'm having some problems with collision detection in my program. My player object is a ship with multiple box colliders as children to approximate...
I'm an idiot. The range of the .a value is 0 to 1, not 0 to 255. :oops: Solved :lol:
I'm trying to make an element in my game semi transparent briefly, and I'm having some difficulty doing it. The object in question is a plane with...
That does the job nicely thanks. It was that <> cast that I was missing, I haven't come across that before.
How do I go about accessing the children of a GameObject in C#? I have a GameObject with multiple Colliders as children, and I want to temporarily...
That makes a lot more sense thanks. The multiple object solution could be a fit fiddly to implement I guess, but it's a nice idea. The way you...
Sorry to dredge this up, but I'm making an Asteroids clone to get the hang of things, and this is the biggest hurdle I've come across. At the...
Thanks. Simple :) I just wanted to make sure I wasn't missing something.
Hi everyone Brand new Unity user here, just started messing about with it. After flicking through a couple of tutorials, I thought I'd put...