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Thank you for this answer [: It at least gives me things I didn't think of to look into. I appreciate it. I will update.
I just can't find the answer to 'how do I jump further not higher' on anything. EVERYONE just talks about gravity modifiers depending on how long...
I have tried this before and now and it doesn't seem to change the jump at all, I am guessing because of the gravity modifiers? I've tried things...
I would like the character to jump significantly further in its front-facing direction when running.
I have variable jump heights, I want variable jump distances/lengths :D
So I've coded a few basic platformers with an updated position for movement and stuff, and I wanted to try using the rigid body approach, and it...
nevermind
I figured it out! so I had to use the instantiated value as an arguement. and it looked like this: public void SelectTarget(Button...
oooo what're arrow functions? Ill look into those as well.
Definitely my art brain just doing the first thing I think of. I will try moving in this direction.
Sorry if its not completely sound! I am a game/tech art student, not a computer scientist haha
and here is the spawner it references at times: using BattleSystem; using System.Collections; using System.Collections.Generic; using...
Heres the turnbasedsystem script (Thus far) using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;...
I am VERY close! so it turns out, the onclick function was referencing a prefab of the gameobject with the lists, and in the prefab version that's...
I will try that now. I'm gonna go print happy
What also confuses me , is that the function that instantiates the attack choice buttons is on the same script and, and it uses the same...
Thank you for your replies! I really do appreciate it. I was just about to comment back saying that I tried to print the first spot in the list,...
Not to question your obviously more educated opinion, but I am just very confused as to why it displays as full during runtime.
Alrighty! I will move forward assuming it is empty, and trying to figure out why its empty. and like wise print the two things.
Here is the code that spawns the combatants list: private void Start() { combatants = new List<GameObject>(); //Spawn...