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Did you ever solve this? Trying to achieve something similar but have encountered the same issue
I see, closing the SubScene does exactly what I want/assumed subscenes worked, thanks!! Do you know if there is a way to have a SubScene always...
I'm trying to create a MapEditor for my Grid based World but having some troubles. I have an Authoring component; WorldMapAuthoring that has a...
Hmm yeah that combo might work, will try it
Thing is im using the 2d light system created by Unity and I have no clue how to get the vertices of the Light2D component that emits the light
That wouldn't work because the sprite mask doesn't change depending on obstacles, so for an example if there is a wall between the player and the...
I'm using the URP 2D Renderer & Unity built in 2D Lights. How would I go about creating a globally lit scene but some lights & sprites are only...
How would I go about using a point light2d as a sprite mask? I have a point light that represents the players "field of view" and I'm trying to...
I added a ShadowCaster2D to an object and it creates a shadow but it doesnt block the light: [IMG] As you can see in the picture I still get...
I'm trying to implement a standard FoV/LineOfSight feature in my 2D game using the URP 2D Renderer. I thought I could use the new 2D Lights to...
So I just came across Tilemap.tilemapTileChanged which works great when playing the game & using the editor. However when I try to build I get the...
This worked perfectly thanks!
I'm trying out the new NetCode package but having problems debugging using the Multiplayer PlayMode Tools. It seems that input are being sent to...
I'm trying to make a multiplayer RTS in DOTS and I'm having issue with NetCode and pathfinding of user controlled units. My current setup is I...