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Thanks for the reply! The problem with this I have is that I would need to put all the prefabs into the Database GO, which results in loading all...
Hi guys, in my game I have some enemy types that spawn randomly. For each enemy type I have create a scriptable object (for stats values) and a...
Hi SilentSin, thank you very much! So you are proposing implementing editor scripts to take care of all the issues? That might actually work and...
Hi all, I‘m looking for a good work flow to directly create animations from sprites (in the Animator), without the necessity to create a game...
Hi guys, in my 2d game I have several enemy types. They all have the same size and only differ in stats and the sprite (as the size is the same,...
@Lurking-Ninja That‘s what I assumed, but using that was the only solution I could think of. @Suddoha Thank you! So, if I get this right, this...
Thank you all very much! :-) @Suddoha Let‘s say you have inventory items in your project. Each inventory item is defined as an SO. For each...
Hi GroZZleR, of course: I have a scene before the "main" game scene, in which the user picks some items, that he/she uses in the main scene. In...
Hi guys, scriptable objects are a great tool, but one thing I have a hard time with is, how to make them available globally (so for every scene)....
I‘m not that deep into animations yet, so when you talk about triggers: I know that you can play animations with these triggers, but is it also...
Thanks for your answer! :-) If I get this straight you use a combination of Animator and Code, right? The animator for only the animation itself...
Hi all, I‘m currently fiddling around with animations and I would love an opinion when it comes to 2d sprite sheet based animations that include...
Hi all, so, let‘s say in a 2d RPG-like game we have chests, and the content of these chests is randomly selected from a list of all available...
Wow, that is EXACTLY what I wanted to achieve! I didn‘t even know that this was possible! Should really have tested it before, but it didn‘t made...
Hi all, I recently started working with Unity and one thing I find a little bit tedious is the necessity to extract the specific component from a...