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I don't care. However, I don't think it's worth it since the attempt of a "catch-all"-implementation is fundamentally flawed and will never work...
I have reuploaded both files. The manuals were always part of the main package, though.
I am no layer nor am I qualified to give any kind of legal advice. From my personal perspective, I suggest reading the EULA. Generally, it doesn't...
I am fairly sure that is is not allowed to utilize any resources from this game.
The Tutorial video on Data Persistence will teach you the basics.
This asset is no longer supported, as the thread title says.
Look through the scripts, it is declared in one of the variables. IIRC it can also be changed from the inspector.
I assume that the anim file wouldn't be available with a build?
Well the current project is a remake of the SNES Shadowrun game, so it's Cyberpunk, too.
Not this one, but I am actively developing the isometric project you see in the last screenshot. The Map editor is in a fairly advanced state.
I wrote my own, but you'd need only the most basic one that just displays a flat color.
I used the most straight forward solution, not elegant but works: Make four copies of the Image element, give them a material which uses a shader...
I really need to change an animationclip's property's path (to the bone in the hierarchy) AT RUNTIME, OUTSIDE THE EDITOR yet it doesn't seem to be...
I have no experience with any of the save-load assets from the store.
It's likely a problem with a certain collection-custom class combination. I will discontinue support for this asset since it has become clear to...
I seem to remember that the [SaveMember] attribute is only needed if only certain members of a class should be saved and loaded. Why components...
Sounds too compley to wrap my head around. I suggest inserting Debug.Log lines before and after loading and saving and during the terrain...
Check if any other variable of the same script or class gets saved properly. Also look into using attributes as detailed in the USLU manual.
1. The path is missing the haard drive letter ("c:" etc.) 2. A prefab needs the OI component which in turn has to have it's prefabName variable...
If you follow the QuickStart instructions, it wil work. Take a look at the sample scene provided to check the setup. SaveLoad.cs is a static class...