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Yeah it happens even with a simple scenario like this Texture2D textest = CreateColourTexture(1, 1, Color.clear);...
I was just doing Debug.Log(img) to see when it was becoming null. Debug.Log(Texture2D.ReferenceEquals(img, null)); returns false both before and...
Hi so I have some code that is essentially: Setup a new stage/preview scene Create new Texture2D(width, height) Render scene to Texture2D Close...
Exactly. An error is an error, regardless of where it props up it's still going to need handling. And I am already using JSON...the only...
The save file also includes a version number, if there is anything that would break between versions - this is handled by a separate function to...
This is something I am aware of. Currently I don't re-use the same component more than once on an object so it's not an issue but if I ever do...
There are various ways I could improve it I'm sure, but for now as long as it works I find it really easy to use when I create a new script and...
Maybe, but other than this issue (which I've now solved) it has given me much less headaches than a more "manual" way of saving which I've done on...
I think I will actually use an enum map as suggested above, that way it will still work even if I rename classes - I will just have to update the map.
Currently I do not add/remove components at runtime, so in theory that part of the system could be removed but I put it there as an extra...
Yeah I mean I'm don't love doing it but can you think of a better way of saving a list of components that an object contains to a save file (i.e....
I am using Type.GetType(componentName) in my changed version above - it works just fine. componentName can only come from...
Well as I just proved with my reply - it is bugged. Maybe don't assume Unity can't have bugs just because a lot of people use it
I tried changing it and using this instead and it found it. So yeah it's definitely bugged. //Get the component Component c; bool hasComponent =...
I am at a loss for words here. I have written a game save/load system that converts the data I want to JSON and then back again. It works except I...
I give up tbh. This exact code used to work (literally checked it out from my git repo). I know it's compatible and I don't want to keep repeating...
It's really not the issue. You can serialise custom classes in Unity and as I have already proven there are no issues with serialisation. And it...
Everything is serialised as expected, as proved by the JSON. IconEditor is not a subclass of anything. All the fields that are modified are public...
window derives from EditorWindow. Here is what that window looks like [ATTACH] There is then an IconEditor class which handles everything in the...
Sure, but Unity only lets you record objects, and IconEditor is not an object. As I've said 5+ times now, this is not the issue. It has nothing to...