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You can spend your time reexplaining things to them if you want to, and if you want to turn the other cheek you can take the "these people don't...
On top of all this I just realized spawning a NEW sandwich ON my character doesn't trigger OnTriggerEnter. So, yeah. For many cases these two...
I'm not making a coin pickup like the "first three most popular pick-up-item tutorials on Youtube". Your response is S***ty and saying other...
Please don't respond if you're not willing to read my post. I answered you so suggesting the same thing again isn't going to help. I completely...
No. You can't change parents in OnDestroy.
You want to look into linq. You can do database type searches on a list.
I don't want to have to micromanage sandwiches. When you walk up to the sandwich OnTriggerEnter works. You pick it up. Eat it. Destroy it. No...
Just put [ExecuteInEditMode] on a MonoBehaviour.
I have a sandwich. In order for my character to walk around with the sandwich I parent the sandwich to my character. This disables the character...
I have a few questions related to IAUS Consider that you have a Boredom Stat that will determine which activity you will do to alleviate your...
Yeah... I'm checking for a null. I didn't post all my code because I feel posting huge amounts of code is the most obnoxious S***. Often people...
This is one of those questions where I know I tried the thing that ended up working. It works now. No idea why it didn't work before....
If the whole line is changing color that means the whole line is the foldout. I'm not an expert in the Unity Inspector, but thinking about this...
As you can see with the default PropertyDrawer the Child Type is shown. I can't seem to figure out how to get that Child Type in my custom...
That's too many nested ifs man. If you compact those into "if(condition && condition && ..." I'm sure you'll find your logic problem. Also print...
Here is how I layout inputs on top of foldouts. I'm guessing the width of your rect on your foldout is too wide. isOpen = EditorGUI.Foldout(new...
How do I get the CHILD TYPE without try:catch and without making a parameter in the parent? I am implementing an abstract class. //parent...
Alright the "Script" property is "m_Script" so... I can get all the references I need like this... //script SerializedProperty scriptProp...
I have an abstract class I'm implementing to ensure I only do as much math as necessary for a Utility System AI while still allowing multiple line...
I have a class that uses multiple different ScriptableObjects. I've written CustomEditors for them. How do I use those editors I already wrote in...