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.
Just curious @lordofduct , why did you define the same const in all 3 conditions? Would it work to define it above and then set it in each?...
If it's just one object, you could do either. If you child more of them, you can scale the parent which will scale them all, plus you can scale...
Not sure without seeing more, but is there a way to parent all the icons to an empty GO that's in the center, then scale the parent? Similar to...
Bools would be good if each of the items was individual, as in having or not having one had no impact on the ability to have others. I'd use an...
So you have 6 possibilities (16.6% chance for each), but only two should do something. You only need to check two cases, and they can be the first...
Try the simplest way to instantiate something first, that should lead you to the problem. Hard to say without a few more pieces of info. Note...
I did, same result. BUT! I figured it out. In Project Settings---Input Manager, "Use Physical Keys" was checked. I often use DVORAK layout so that...
Maybe use an array of Materials that you can assign to the renderer that's on each part of the character. Lots of ways to go about it, you can...
Edit---Project Settings---Active Input Handling = Input Manager (Old) 2021.1.10f1 works fine with the same script. I know everything's migrating...
I prefer a large one for a complex entity like the player, and small ones for most everything else (except maybe a GameManager, depending on the...
Unity can work with Arduino, but as the "parent" IDE, where Arduino is a subset, and used to send data like button presses or analog readings. So...
The percentage might be visually intuitive, but it might not "look right" when comparing with the loudness, given the log scaling that the audio...
If there could be more than 1, use https://docs.unity3d.com/ScriptReference/Physics2D.OverlapCircleAll.html
You want the key press to rotate as long as it's held down? Use getKey() Also you can't change the z value directly, you need to use a new Vector...
Note that it's the Collider that responds to mouse events, so you need to have one on your object. If there are exceptions please advise, I'd like...
Using AnimationCurves and Curve.Evaluate() can be a quick way to do simple animations via code, and it has a bit of GUI to visualize things. Easy...
Check the autocomplete when you write this.gameObject. That'll let you know what valid properties/methods it supports. I think you're looking for...
Just for my own clarification, checking for the presence could be done like this? if(collision.GetComponent<Animator>()) { // exists, now...
Highly recommend any checks about an object (like collision) be done on the object, and any info about it be sent "upwards" if needed for overall...
If you're looking for the index of the variable rand, there's a method for that ;) Check the arguments/parameters that methods require, RemoveAt()...