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If I understand correctly, you want to apply damage only at the end of the animation. Could you not use an animation event to accomplish this?...
Using this tutorial I am trying to take a picture of a section of the screen. Specifically a cutout of a UI text element. I tried various things...
Makes sense. I did not know there was a pattern for this type of thing. Thanks.
What I am trying to do is probably not best practice. I would like to know if there is a better way. I am doing this only to recycle code. I have...
Yeah, I eventually reached the conclusion that TextMesh is not going to work. I played with the canvas settings for a few hours but I couldn't get...
I hope this is the right place to post this thread. Anyway what I'm trying to do is display a Textmesh (not a Textmesh pro) in a worldspace...
It is arranged as you describe and it's still not working. Regardless, I just sort of fixed it by setting the top canvas to Screen Space Overlay...
I have 2 canvases - 1 for the background and 1 for the UI. I want to render the game sprites above the background but below the UI. Right now they...
I tried using a field. I also tried using a class to wrap both variables into one object so I can just pass the one object into the function. I...
Yes I am sure of that
I have this code: protected IEnumerator moveToTargetLocation(Vector3 destination, float minDistFromDestination) { //TODO figure out...
Okay so now I attempted to instantiate the BattlerData objects after the scene loads by using a scene load event and it sometimes partially works...
I am prototyping my first game that uses random encounters and functions like a JRPG. I made a monobehavior called BattlerData that holds the data...