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Thanks for the answer. Makes sense, I wasn't aware of that. In the build it performs a lot better, thanks.
Hi, I was tying out the profiler on my game, but noticed the memory values are very high compared to values of other developers that I have seen....
My selection is based on a grid, so each side need to be the length of a grid cell. An I have different grid sizes, so its needs to be flexible....
That's too bad. I get what you are saying, but I think that makes the code too complex to archive this. Thanks for your answer.
Hi @jjxtra, I have a small additional question. Is it possible to uniform scale a texture? I now use "Line UVX scale" but when a selection gets...
It works fine now, thanks for the quick action :)
Hi @jjxtra, Thanks for the reply. I successfully downloaded the new version (I see 24 changed files inside FastLineRenderer), but unfortunately...
Hi @jjxtra I am trying to make a selection cursor with the Fast Line Renderer. Unfortunately the new lines "blink" everytime they get updated....
thanks for the reply! And the tip about the IEnumerable, I will try that.
Hey there, I wrote a little something to get the surrounding tiles from a Vector3Int: public Vector3Int[] AdjacentTiles(Vector3Int tilePosition)...
Thanks you so much, going to experiment a little further with your suggestion!
For now I fabricated something like this. Which is not the most elegant solution I guess. So tips or better solutions are still more than welcome...
Hey there, I'm a novice Unity user, and I'm trying to create a feature where I can't wrap my head around. [ATTACH] I'm using the Unity tilemap,...