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I'm redesigning my game. I thought it'll be interesting solution to add the darkness and lighting up each part of level if the player will solve...
[MEDIA] I'm redesigning first level. I thought it'll be interesting solution to add the darkness and lighting up of each level if the player will...
Thank you :)
I started working on Story Mode a little bit and here's a result (first level is playable): [MEDIA] Version: 0.35 Alpha Platform: PC
This is exactly what I needed. Thank you! I wanted to avoid adding sooo much tags to my game.
So far I was using tags to specify with which object there will be interaction, but I wonder if I can use for example SerializeField for that?...
I just got to it myself, but thanks so much anyway ;]
I want to create one script for the object drag and drop function. I made it like this: public class PlayerPush : MonoBehaviour { private...
Yeah, you're right. I changed it to this: void Update() { distance = Vector3.Distance(box.transform.position, transform.position);...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerPush : MonoBehaviour { private GameObject...
Dead Pixel You're the last pixel alive (on screen) and you have to fight with dead pixels. I was inspired by The Binding of Isaac style. The game...
You're right. Thanks ;) This is correct code: Vector3 move = new Vector3(horizontal, vertical, 0); move.Normalize();...
GameController: ... public static float moveSpeed = 15f; ... PlayerController: speed = GameController.MoveSpeed; ... float horizontal =...
It's working but it's very very slow now and changing speed doesn't make any difference :/
Yes, I have seen this before I started this thread, but is there any other way, because I don't want to change variables if it's not nessesary.
Diagonally movmement is too fast: animator.SetFloat("Horizontal", Input.GetAxis("Horizontal")); animator.SetFloat("Vertical",...
So, I'm trying to do death animation of enemy and this is how I am trying to do it: [ATTACH] [ATTACH][ATTACH][ATTACH] but when I kill enemy...
I needed to stop it if enemy spawn in room. It's working perfect now ;) ... void Update() { ... if(keepTiming) { timer +=...
I tried like this: ... private bool keepTiming = true; private float timer = 3f; ... void Update() { ... if(keepTiming) {...
How can I write if statement to do something but only if there is no collision with object for some time?