A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
A tick is a 100 nanoseconds see here for more info. About half the processing time is the setup. So just doing the work on the main thread is...
I am digging into the jobs system and I am having some problems getting the performance gains that I am expecting. I don't know if I am...
Whenever a player is about to build you could drop a nav mesh obstacle in the place they want to build and then use NavMesh.CalculatePath() and...
I am want to take finer control of the shape of my Ai's paths but I see absolutely no way to modify a generated path or construct a new one with...
interactionManager.SelectEnter(IXRSelectInteractor, IXRSelectInteractable) is the call you are looking for, see here.
You are modifying files in a package that is managed by Unity. You cannot directly modify those scripts easily and I don't recommend that you try...
Jetbrains Rider does have the capability to show methods usages on assets. It isn't free but it is a much better IDE in my opinion.
Why not use this ? yield return StartCoroutine(MyCoroutine()); your code will continue after MyCoroutine() finishes executing.
You are welcome. Happy coding!
Ahh, I think I understand now. So yeah the code I gave you will move up and return to the bosses starting position, I just misunderstood your...
Mathf.PingPong is great but this will work better for what you are doing. public static float InOut010 (float t) {...
Got it, that is probably too many complications to overcome. How about a script that has a high priority on the script execution order that calls...
Is there an issue with switching the active scene to the one you wish to spawn the objects in?
I am using multiple cameras for my project without issue. Why do you have multiple rigs though? You just need the extra camera so just child it to...
You could simply change either your body collider or the Grabbable onto a different layer that doesn't interact with the other physically.
Just so you know anything in the UnityEditor assembly will not be available in build. It will only be available in the editor. You should be...
I can't see the rest of your components but my guess would be that you need to add the input action manager.
You are right to need to provide a little more information. What error messages are you getting when the scene doesn't load? Is this in build only...
If you are using baked lightmaps did you remember to bake them in the new scene?
You are setting the scripts default value by doing that. Presets allow you to have multiple "defaults" for any component. Read about them here.