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I don't have a clear answer for you. But l, regarding this part ... I'm adjusting pitch based on mouse pointer position. Location of mouse...
Hard to say why it unchecks it self. Maybe something else is checking/unchecking it? Did you try setting the PlayerMovement to 'true' on Awake?...
I'm pretty new at unity too. But I'd like to help. You want to look into Physics.Raycast. It's a way to shoot a ray from an origin point into a...
Is there a way to get the line of code which makes Untiy freeze when using Visual Studio on Windows? I have a situation where sometimes Unity...
Can't you set a shooting range for each 'cannon'. A large collider as trigger. Use the OnCollisonEnter to trigger a method wich adds the...
Tetris with a 3D perspective? You only need to make a cube, put a few of these cubes together to make the typical Tetris shapes. And give them...
Thnx for the advise. Also changed this line of code, doing the 'text to Vector' and 'text to Rotation' in one go. objectType =...
I changed the 'private void Awake()' on the 'nodeScript' to 'private void update()'. BAM! Everything works, only it keeps updating every frame....
Method used for instantiating manually: public void CreateNewFrame(Vector3 InstLoc) { frame_counter = frame_counter + 1;...
Allright the whole save and load thing .. using System.Collections; using UnityEngine.SceneManagement; using System.Collections.Generic; using...
Now reading through my post I suddenly notice it isn't the fist node at all … . The first prefab instantiated is at (0,0,0), the one next to the...
The script that is on my nodes: using UnityEngine; using System.Collections; public class NodeScript : MonoBehaviour { // stuff happening...
I'm not used to the whole terminology of scripting yet, but it's a public List. If that is what you mean. This List is created when the scene...
Short version (I'm @ work doing boring stuff): I have a 'basebuilding' type of situation where I instantiate Prefabs into my scene by mouseclick....
Thnx for this valuable lesson:)
OMG you're right!! Didn't notice … Well it worked out well on multiple levels then. :D
Well, and again it's human error. Did more debugging and pathfindingScript was 'Null'. So I changed pathfindingScript =...
I attached the 'PathCopyScript1' to the 'Actor_1'-prefab, could that be the problem?
Maybe someone from overhere? https://forum.unity.com/threads/refering-to-gameobject-in-other-script.783680/#post-5216231
Both. I thought it could be the Type that is causing it. So I tried referring to a string and a bool on the other script. All with the same result.