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I'm probably not being clear enough :) The prefab reference is stored within the ScriptableObject but is just a standard GameObject.
That's a decent enough compromise. Although in my solution MonoBehaviour wasn't available I was able to recreate the same effect in OnInspectorGUI...
You see I thought that might work too but that only allows you to select from the scene whereas I'm looking to select assets from the project...
I was just wondering if it was possible to filter acceptable prefabs based on assigned labels? For example, say I have a script that creates a...
@KelsoMRK That makes sense to delay actual removals till the end of the frame as it can setup the GC to remove a chunk at one go, rather than...
I've just found an older version of the project on my laptop. I opened it up and updated all the changes - several public variables were present...
We're currently mid-sprint so we'll probably try this out at the end of the sprint (Friday).. should everyone in the team perform these steps?
With all due respect, forcing a merge conflict hardly sounds like a fix. This has got downright dangerous now - somehow we're all out of sync and...
Crap, didn't notice an alert on this! Erm... we've seen it sometimes but I don't think we see it 100% of the time. I'm not convinced it's...
Hi @ryanc-unity Ship has sailed long ago in terms of that specific bug but I'm also in agreement that the issue specifically lies with public...
We've been suffering from this a LOT in our project and we're only day 2 into using Collaborate. An example that happened this morning: I...
So, was trying to remove all the children from a game object today with the following script GameObject myParentObject; // Parent object than can...
This is what I would like to do as I merely want to use the colliders as a means of signalling a collision (or more precisely an overlap of the...
I thought it might be that as well but no joy. I have (I think) fixed it but I'm really not sure how (I'm not a fan of Unity, I'm being forced to...
Is there any documentation as to how the Box2D system is handled/updated? I think I'm getting some odd/erroneous behaviour from it. Below is a...