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Started to encounter the same problem yesterday immediately after updating the Unity Hub. Blank errors even on brand new projects with "C:\Program...
Use OnCollisionEnter2D + OnCollisionStay2D. Use a list to track everything you've hit during each attack. There are probably more elegant ways to...
Once you start dealing with a perspective camera you have to start treating these things a lot differently. Here's what I found from a quick...
The easiest solution is to do this with scenes. Each level is its own scene. This would keep the workflow entirely in the editor and would make it...
This is a viable solution, although from my knowledge of fighting games (which is admittedly limited) he probably wants to have his entire...
Keep in mind that framerates are variable. If you're trying to use this for fighting game mechanics the way I think you are then you're probably...
As in, you removed the line in Start reassigning speed but it's still null?
It doesn't look like you're setting the position of any of the objects you're instantiating. You'll need to do that.
With all respect, Nyfirex's solution has several problems with it and you should not use it. Most importantly: 1. Never interact with the physics...
You could post it here: https://www.reddit.com/r/Unity2D/ I've also seen links to Discord on there.
It will be more difficult to help with this without seeing the code you're using. That said, you could always specify a child game object that has...
Provided you're using a raw source file and exporting rescaled images (to avoid degrading the image quality over time due to compression +...
void Start() { cps = 7; percentageText = GetComponent<Text>(); // This is replacing whatever value you assigned in the inspector....
There are a slew of settings in the particle systems. You're probably interested in "Shape". You'll also probably need four particle systems, one...
GetComponent isn't a static method. You probably intend to do this.GetComponent. Also, it's helpful to include the actual error log in future.
As far as I'm aware you should never check if a component is null and should instead evaluate it as a boolean, i.e. if (!UIFade.instance)...
Attached it in the inspector as in put it on the same game object or attached it as in dragged the component to assign it to the field? If you did...
You could probably achieve this using some particle systems with the appropriate settings.
Well, that means GetComponent isn't finding the Slider component. Are you sure the Slider component is attached to the game object you're calling...
I'm not sure what the state of the current Unity builtin solution for multiplayer is but I know that there are suitable networking frameworks on...