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Is this if inside Updat()?
You have a logic error in Interact(). On first use, assuming the door os closed it will call OpenDoor(), which sets isOpen to true. Once...
What's your bullet code look like? The collision handler should give you a reference to the collider that is hit which can be used to get the game...
Maybe the logs just aren't showing what you expect? Is this line supposed to be like this? float realProgress = Mathf.Clamp01(progress / 0.9f); if...
Whoops, my mistake. Going up less than a level does work. It's fractional levels more than one that's the problem. Change the while to check for...
return DotProduct(direction, gravity) > 0.0f; // Or return DotProduct(direction, gravity) < 0.0f; You're probably still going to need a...
Are you sure you want to subtract Current_Exp_Max from Current_Exp instead of Exp_Needed? If the player has 50 Exp, and you call Gain_Exp(50),...
Declare Start() as virtual protected (or public), and in the child classes override it and call base.Start() class BaseClass : Monobehaviour {...
Hmm. You might need to serialize it manually and seperately. It's a bit inconvenient for saving and loading, but a dictionary will be better for...
You would just need to add an identifier for the current level in the GameData class, and use that to load the level. If you use scenes (which I...
Ok, well, that didn't actually answer my question, so I'll take a stab at guessing what you're aiming for. You want to make a point and click...
So do you just need data to persist between levels? There's far easier ways to do that than implementing an entire game in a single scene....
Then what do you mean by saving a level? For instantiating you might want to look at the Factory pattern....
Oh, then I think this might be what you'e looking for https://unity3d.com/learn/tutorials/topics/scripting/serialization-and-game-data
Really the simplest way would be to save a level index in player prefs or some other for of persistent data and use that with an array of you...
Probably a hold over from C/C++. Strings in C# are not null terminated, but in C/C++ they are. 'a' is a single character, where as "a" is a null...
Only two of those places actually set inventory.draggedItem to a value, in the first and last snippets. In the last, inventory.draggedItem is only...
Where does Inventory.draggedItem get set?
Update() is going to throw a null reference error until you click on an item, so you should put a null check in that if there. Depending on the...
MonoBehaviour may be implemented as a partial class at the project level. That's the only reason I can think for it to behave like that. But this...