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Hi Deozaan, Thank you for your response. It helped me to understand the direction I need to move in. I don't actually completely agree with your...
I was wondering, in what way cInput is compatible with mobile? Only as in its ability to run on mobile and, let's say, handle a keyboard or pad...
There are multiple ways to resolve this. A lot depends on your implementation. Here is one possible scenario: 1. Create a "LOADING" screen that...
Totally agree with Joe Strout about subclassing monobahaviours. That is an absolutely essential technique to adopt. Based on my suggestion you can...
As an introductory point to OOP in C# in general you can try this? http://cplus.about.com/od/learnc/ss/csharpclasses.htm
Couple of things if I may. (And please remember that all of this is "in the eye of the beholder"). 1. You have a number of monobehaviours that...
Also check if your both Monobehaviours are attached to the same gameobject.
Is BuildingPlacement in the same namespace as BuldingManager?
If you want to have a true bullet behavior regardless of the target then your approach probably is a better one. If you want to have a kind of...
Alternatively since you have a target you can try using Vector3.MoveTowards()
I agree that you should use some package like nGUI. Historically Unity GUI/HUD capabilities were limited. nGUI (or comparable GUI packages like...
I assume that you don't want your bullet to move forever. So you must have a maximum distance it can travel. So: 1. Bullet start position and...
As far as I know, Unity does not explicitly support multithreading. It doesn't mind you creating your own threads as long as you don't mess around...
ok. All of this looks reasonable. So, are you still experiencing issues? Based on the above - you shouldn't. The only thing is missing is if you...
If you are sure the code is right then double check the setup of the collider (sometimes people forget to add it or set it to an incorrect size).
Couple of things: 1. Get rid of statics (specially curHealth and coins). You are using Monobehaviour that seems to be attached to a player GO....
I'm not sure how editor behaves in this situation but I would not let Unity do saves by itself. I would call Save() method explicitly at the...
1. Somewhere at the load of your level/game you need to do: coin = PlayerPrefs.GetInt("Coin"); 2. Every time you need to increase a number...
And obviously sometime during your application load you need to get "Coin" from PlayerPrefs and put the value into your coin variable (assuming it...
It will save everything you set in PlayerPrefs and load them as well. I recommend to read notes from PlayerPrefs.Save() documentation. It explains...