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If this is the same Issue I had then it's because the uss and uxml files' path are hardcoded into the script and you moved or renamed them. To...
(Butting in :p) The full editor window also has a list of every transition table in the project to select and edit faster instead of relying in...
This is not superfluous at all. Reading the conditions was hard even when knowing how it works. @deivsky is still working in a full editor window...
It could give a problem if anyone needs the default button. On the other hand no one might see the custom button buried among many other options....
The second implementation seem to give a better feeling since having a single type of selection makes the UI behavior clear. Is it possible to...
If the branch is unused and any PRs have been merged or cancelled, then I think there should be no problem. I usually follow this logic when...
If you try to merge the changes from "state-machine-improvements" into your "feature-enemy" then the commits will fall out of sync. The best thing...
I didn't either, but I opened Visual Studio and saw the editor code inside UOP1.StateMachine instead of Assembly-CSharp-Editor. At that moment my...
Issue time! :D When using an Assembly Definition, any Editor sub-folder loses its powers and everything is set to the same assembly. That means...
I was considering we will have a menu to rebind the default keys. Will that be the case? Considering that, my suggestion was to have the option...
This could become a huge issue if we add button prompts during gameplay, in that case the system would not know which to show when dealing with...
I meant that as a secondary key for accessibility for some players who can't use the mouse. But it's not as important since we will have a screen...
Since the other two PRs have been merged I will now be able to review the conflicts and make it a better PR. @deivsky, have you seen this recent...
It's a good idea, but we should also put a timer or another type of limit on the changes since this is a core system and could impact the rest of...
My suggestion is to also start merging with the TransitionTable, then go to the debugger and finally the condition caching. Specially since the...
On the gamepad, I think Y for the inventory is not a bad idea, many games implement this way, but if some important action appear later this...
I play the game on PC, so I don't know if this menu exists in any other platform. I couldn't find any video on it, but here are two images for...
Reading the Controls card I noticed there is no specific button for the game menus. Will the pause also function as the menu button or will there...
I've made a branch with the changes: fsm-cached-conditions Since the branch was made using the debugger as base, I can't make the PR right now,...
It seems I rolled a D20 for perception and got a 1. :eek: You are absolutely right, the initial state calls for the GetState and the dictionary...