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I think you may have the wrong section of the forums. This is for Visual Scripting in Unity, not coding. You may get help here, but there aren't...
"And" Node? My picture is just meant to highlight the And node, not specifically how/where to use it. [ATTACH]
This may not quite be right, but it's a starting point for you maybe? [ATTACH]
Have you made sure to include the class in visual scripting section of the project settings then regenerate nodes?
This may help: https://docs.unity.cn/Packages/com.unity.visualscripting@1.7/manual/vs-variables-reference.html
I can't speak to what's going wrong with your graph but I do have a suggestion. You may want to change the way you do this. Instead of attaching...
I think the issue you're having is with naming. The component is actually called a Script Machine, previously in Bolt it was called a Flow...
There should be a node that does the same as Collider enabled. Just drop that node at the very beginning (after you've done your tag comparison...
You should consider disabling collision on the bullet when it first triggers. https://docs.unity3d.com/ScriptReference/Collider-enabled.html
AOT Array of [SOMETHING] (Probably string for ease of use). Array element zero would be your first level and array element 99 would be your level...
Yes, because you can differentiate between types of colliders in your script. You have to build your own checks for it, but you can absolutely...
For something like that you might want to use an array to hold all the scene names (in order) so you can just pop back and forth between specific...
OP is shorthand for Original Poster, meaning the person who asked the original question.
Yep, that's exactly how I set it up when I tested it and it worked fine but according to OP it didn't work for them.
I think you need to just leave the node unconnected so it says "None"
CTRL-Click and Drag allows for grouping, can be colored, useful for "commenting"...
Another option you can use is to have different types of colliders that do different things, circle collider does thing A, box collider does thing...
What you need is to use LoadScene from SceneManager, just feed the output of a GetActiveScene to LoadScene and your scene should reload from...
Input should be Capitalized.
I believe you may have posted this to the wrong forum. I'm certain a mod will come along shortly and move this to the right place. But good news!...