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Is there any way to make this work with the 2D renderer? It doesn't seem like it supports renderer features at the moment.
*NECRO ALERT* (sorry) When you reset the waypoint counter in MyCompleteFunction, set the value of currentWaypoint to 1 instead of 0. For some...
Ohhhhhhh, I was using transform.rotation to set the horizontal rotation of the player mesh (on the same object as the rigidbody). I made the mesh...
Hi JanOtt. This question isn't super specific to your package, but I thought you might be able to help me out. How do you move the camera when...
One other question: Would this bool statement work to determine if the overlappingPatterns list contains an OverlappingPattern with these specific...
Yeah, I've tried using the debugger, but I'll keep looking. Thanks for all the help though, I really appreciate it!
I'm sorry. I didn't realize that was a rule. :( Is there a way for me to delete this thread?
I'm using WFC to generate random dungeons in my game. However, the algorithm seems to fail and reach a contradiction almost immediately every time...
bump...
I end up with this set of messages in the console. It appears that after only one loop through, all possible patterns have already been removed...
Do you think you could take a look specifically at this section? I believe something in here is what is causing my algorithm to fail every time....
I saw some post about overriding the Equals() method in the class, perhaps that would work... Although I only compare patterns once or twice so...
I believe this would work. Is that correct? for (int i = 0; i < patterns.Count; i++) { for (int j = i + 1; j < patterns.Count; j++) {...
Oh yeah sorry about the "tile" thing I just changed "values" to "tile" because I thought it made more sense. Anyway, in the case of "if (patterns...
Do you mean that I should do it like this? patterns.Add(new Pattern(tile)); if (symmetry > 1) patterns.Add(new...
I'm not sure I quite understand what you're saying... Based on the debugging that I've done, I found that when running the algorithm (after...
So recently I've been working on a wave function collapse algorithm (overlapping model) for my dungeon crawler game. I've been running into a...
I guess it was a lot simpler than I thought using System.Collections; using System.Collections.Generic; using UnityEngine; public class...
Actually I didn't need the holder object. Apparently writing Quaternion.identity and stairs.rotation aren't the same thing. Maybe I missed...
Ok I think I figured it out using System.Collections; using System.Collections.Generic; using UnityEngine; public class ColliderGenerator :...