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Thanks a lot for the reply. I'll go for the streaming assets, because I use the way you suggest: Resources.Load<TextAsset>("mlr/" +...
I build a unity game, that reads data from datasets, located in the Assests/Resources folder and, in development mode, works fine. When I build...
It works like a charm :) Thanks a lot! You helped me a ton!
No need to say sorry. You try to help here :) Thanks a lot, again! I'll try this approach
Τhe alternative 4 is the most suitable for me, as I want it to be completely dynamic. So, I want in every plane that a user creates to read it's...
Thanks a lot! :) I found some solutions by using the vertices, but I didn't manage to make it work. :(
Ι avoided attaching all the code because I wanted to focus on the plane and its corners. That's why I attached a part of the code. I think it's...
Sure, but I set the coords of the first cube - the starting point - manually ( x = z = 2.1f) This is what I'm looking for -how could I find...
I try to create a grid that will dynamically fill a scene with 1x1 cells, according to plane size. (Attached img) For now, I get the plane's...
I fill a list in OntriggerEnter like this: private void OnTriggerEnter(Collider other) { fireList.Add(other.name); }...
I figured out another way and it worked. I attached the script to an empty object and I use this only for filling the dictionaries. The other...
It could be hairy; I'm a novice in Unity scripting. :) if (gameObject.CompareTag("cell") && triggered.CompareTag("Flammable")) {...
A After some tests, I understand that the dictionaries that are getting filled in OntriggerEnter of the CollisionControler cannot be used from...
Thanks, I will try it! :) I have a web development background -especially in Angular and Node.js- and I have some difficulties adapting to this...
Is there any chance that OntriggerEnter causes this? Because I initiated a list on Start and the other script reads it properly.
This thing with the references drives me crazy in Unity. I tried it on Inspector and it didn't work. The dict.Count is constantly 0. :/
I have two scripts and I want to pass a dictionary from the first to the second one: CollisionController (Fill the dictionary) DataController...
I think there's a misunderstanding here -maybe I did not express it well. Line 1 prints 8. There's no other script in the scene, or object...
I cannot understand why the check if not null blocks the array count value.
I try to instantiate an object. I set it as a public variable and I drag it to the inspector. If I try to Instantiate without checking if it's...