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Oh, solved. There's nothing wrong but you need to hold alt to drag the view
SetupZoom(ContentZoomer.DefaultMinScale, ContentZoomer.DefaultMaxScale); this.AddManipulator(new ContentDragger());...
I'm making a vampire survivor like game (top-down shooter with lots of enemies) I'm thinking about how to implement a hit feedback system,...
Do you think it's reasonable to make visual as child entity? let's say I have some animation systems that frequently access them and shrink them...
When working with gameObject, I usually seperate its visual (model, sprite, etc...) into child objects. But in ECS it's very tempting to put all...
Hi, I kinda want my custom systems to run at a later point, currently, I'm doing this by puting [DisableAutoCreation] on every of my custom...
I have my systems created manually, when I try to destroy them , an exception is thrown ArgumentException: A system can not be disposed while...
Thanks for the confirmation, I was not 100% certain on this. Another question of the same type: it's not recommanded to have function definition...
This may look a wierd question, I actually want to have some inner class in my ISystem struct. I think C# allows it but I don't know if it's going...
True, what I really want to do is basically to have all my custom systems disabled or simply not created at the start of my game, instead, as the...
feels like a valid solution, but I'll try using [DisalbleAutoCreation] with CreateSystem(), AddSystemToUpdateList() and DestroySystem() first
Eventually, I used postprocessing to pixelize my game....
You are right, I'm also thinking in that way now, it's just I have to disable every system when they start running (or [DisableAutoCreation])...
I wish to do this so I could have more control over my systems (like when to create / destroy them) I know we have a flag which we can use to...
You are absolutely right about functional programming, but failed to grab my point, or maybe I failed to explain it right. I was not describling...
To clarify, I'm not applying that to my entire game, I don't think it's possible nor necessary to do so in Unity. I'm constructing my core game...
woah, that's exactly the phrase I'm looking for : "functional programming" My personal experience with Unity made me believe this is the best...
yeah, it handles my game state and some other stuff, it's more like an entry point for my game
Yeah, you tackled the point I was worrying about, that async call is no longer frame based. Cancellation token is not perfect either, it's more...
I'll probably not to use async now, or just look into Unitask. But the reason I wanted to use await is that I had to make sure when OnEnter()...