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I thought there would be some kind of optimization regarding this (like the Lazy class in C# 4.0). Are you sure about this ?
Why don't you just use Instantiate, select the roots of the game objects you want to save, remove them from the hierarchy, and delete the leftover ?
public bool IsMatching (IEnumerable<GameObject> gos, IEnumerable<string> ids) { return gos.Count () == ids.Count () gos.All (go => ids.Any (id...
Could you be a little more specific, please ? What do you currently have ? What are you trying to achieve ? Currently, how do you plan to achieve...
By any chance, isn't that relevant to Network.SetLevelPrefix ?
You say you use UnityScript as a last ressort, are you implying you are currently using C# ? Because you could take a look then at the Action type.
I think you are trying too hard to link more than necessary two elements that should be distinct : a logical part, the array, and the graphical...
I haven't used interfaces a lot but shouldn't it be implemented at the level where you actually need it ? Interfaces are like contracts that...
Is it this part ? If screeny is greater than 0.1 and lesser than 0.2, you get a negative number... This part could also lead to a negative...
The star is probably running into a game object that is not a Ball, yet have the tag ballTriggerCollision. You have a NullReferenceException, it...
If you tried this : private Transform thisTransform = (Transform) GetComponent(typeof(Transform)); private CharacterController character =...
The difference is, in the first version, you only declare a variable, and make sure the name is not free anymore. However, it has no content,...
void ClearGroundTiles() { GameObject[] groundTiles = GameObject.FindGameObjectsWithTag("groundchunk"); for (int i = 0; i <...
...:confused: Must those variable really be private ? Can't you just put them all public, and assign them ?:)
My brain is pretty rusty, I think I have missed something :) Why are you using a global (static) variable if it is supposed to be unique ?
From a few experiences, it .. doesn't work while in editor. But it works with a built project. Build your project, and try it ?
Which one isn't working ? The GetKeyDown function ? Or the SetResolution ? I am asking because the latter could work, but isn't simply executed...
Basically, you are trying to feed hens with rodenticide whereas they eat seeds (bukwak?! :shock: *sblam, she just felt on her back *) :D...
I haven't understood everything. When you write something like, var lamp : GameObject[], you can define a size in the Inspector. You can redefine...
And In UnityScript ? :) Kukuku...*the fat chicken laughs*