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I'm used to 2D and it's fairly simple, create tilemap and you're basically done. 3D however seems very complicated. Let's say I have a big low...
Thanks, solved it... after a few headaches. In case anyone should be interested, here's the full code. [SerializeField] GameObject...
Tilemap is like quantum mechanics. It sure exist but it seems impossible to understand. My goal: Put every tile from my tilemap in an array, pick...
no, I use face orientation to display normals and yes it is my armature somehow, which is strange, all my bones have a positive value, in Blender...
Normals are correct, scale is positive, clipping plane set to 0.01, I have to set my normals to negative to get it to work... so why does Unity...
Oh... direction...yes, this works already far better: var targetDirection = (mm.player.transform.position -...
I have a player and an enemy, The enemy shoots constantly a ray towards player, to check if there's a wall between them, Wall has collider2D and...
Any tips or even solution to avoid this shadow caster flooding. [ATTACH] [ATTACH]
I installed URP and now the controls of my player is broken :( :( :( Player is jiggering (no camera controls) and moving on its own. I don't know...
Unity broke today.... randomly, I get this busy screen if i double click a script file to open. It doesn't matter which project, new one, old......
I use IPointerClickHandler, whenever I click on my canvas, the pointer should point towards my mouse click, it doesn't really work, it only works...
I see the number in my inspector and no, I'm not good at debugging... but I sort of found the issue. I have multiple custom buttons with this...
I have two scripts, a singleton, global static MainManager and and a custom Button script. For whatever reason, as soon it starts counting down...
I completely forgot about that :O Thanks.
but as mentioned, transform.right does not work here, since rb.position and MovePosition is a vector2
In 2D, I have a kinematic projectile and I need to move it in local space, so it moves to the right direction. I cannot change Vector2.right to...
you mean roomObject.localPosition = transform.forward * 10; ? that doesn't work unfortunately, it's still moving on the global axis....but this...
My object needs an offset on the local Z axis, regardless if rotated or not. Even though I'm using localPosition, it's still using global. I tried...
Edit: nevermind, my both hands had a N-gon at this place... i made a cut there and the issue disappeared. ... I guess Unity doesn't like...
Do Moderators or simliar things here have the ability to move this thread to "Input System" ? Would very much appreciate it. :)