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Input.mousePosition is in screen space, meaning that it is returning pixels coordinates, you can't just use it like that in your case. You can...
I would create a version of the bridge with no holes, place it exactly like the other one, bake the navmesh, and then replace by the final...
Try using Input.mousePosition as a workaround maybe
You need to take a look at customEditors for that, more specifically, the EditorGUILayout.Foldout There is an example of it in the last episode...
I'm glad you figured it out, happy coding !
So, i initially thought this script were on the player, after re-reading more in depth i think this should work now : So this should go on the...
For the GetPlatform function, i would setup something like this for the pillar in the scene : https://i.imgur.com/PqYxKvs.png And use this line...
Thanks, it's working perfectly now
Take a look at this, it might help : public class Example : MonoBehaviour { Transform lastPlatform; Transform...
Maybe you could store the last platform the player was on, and check if the trigger zone you hit is corresponding to that platform or the next.
So, small update on my issue, i managed to display the array, but any change i make is instantly reverted to the old value, any idea how to fix...
It doesn't hurt to add it, but the issue is line 17 where i try to cast myStruct to an Object, it cannot be converted that way. But thank you anyway.
I am trying to display an array in a custom inspector the way the default inspector displays it. That array is contained in a serialized struct,...