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Found my issue, I used GetKeyDown should have just Used GetKey
I tried that it didn't work, I setup a public boolean that chacked for the control keys being prressed in my Inventory Manager script's Update...
try setting your blinkInterval = 0f; then I think line 62 handles the color of the selected text change the Color.White to Color.Yellow I take it...
I use mine to save and backup an item database for my game. I start with a couple of preperation files #region XML Preperation...
After reviewing the system it will will not act the way I want it too. Don't know why I thought it was working but apparently it still won't...
Hey all I've searched the web and I just can't figure out how I can catch when the user holds down the control key and starts dragging an object...
You could create a singleton class for instance public class Script1 : MonoBehavour { public const Script1 instance; // Create...
On your first script where you set num = 3, I would pass it through to the function for instance; IEnumerator Wait(int num) { yield return...
Your problem is you are passing the door to the function as a gameObject and most game objects do not have audio functions builtin so you need to...
If I do that his legs stop following the animations. The Base Layer is the first layer and only has my rifle animation in it, The second layer is...
Here is a level loader class I made that displays a loading bar. I attach this code to my continue Button I set the On Click of the button under...
Spookycat told you the answer this.name gives the name of the object. So it would display (Cube) Mesh Filter. or (Sphere) Mesh Filter. You could...
No one has any idea?
The above snippet you are trying to implement only works if the code is directly atached to the game Object containing the Text UI component.
You probably want some error checking in there so if the object doesn't exist and it is null you still don't get the error message
In your revealKey function you are trying to access keySpot but it doesn't know what keySpot is so you must give it a reference to that gameobject...
You have to provide a reference to keyspot the game object in the script trying to access it. Since it has been instantiated the best way to find...
using your example you would fix a to this : public class ExampleA : MonoBehaviour { public static ExampleA instance = null; // This should...
Well the first thing is you're using Java script you should switch to c# since most all new project will use c# as Unity 5 makes far better use of...
Did you set the cursor to true instead of false? If you setCursorLock(true) it hides and locks the cursor, setCursorLock(false) shows and unlocks...