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[ATTACH] Getting plenty of oofs, and no hits. I'm trying to hit these UI buttons (on layer 5: UI): [ATTACH] [ATTACH] [ATTACH][ATTACH]...
I think a multi-list setup makes more sense, from reading your post. After all, you're not going to scale it to thousands of skills, just a...
Here's my Code void RemoveMovingEntities(Vector2Int gridPos) { //---------------------------Setup...
Hi In the online mode for my game, each of the two players is instantiated using a prefab. (I'm using Photon) Problem is, they both have the same...
damn unity sometimes amirite. well at least now i know what the problem is! thanks! i appreciate it! edit in case anyone finds this thread: since...
first of all, i may just be being silly but why are you checking if it's zero and then returning zero if it is zero... (sorry but i had no clue...
void LevelUp() { level++; ExpCurrent = 0; ExpMax = expNextMax[level - 1]; // Here I would want to check if the player's level is for example...
So i added a script called SpriteManager to my player and am trying to access the function public void ChangeSprite(string animation, int frame)...
Welp! It was always going to be something stupid, wasn't it! At least it's fixed lmao
public bool startactive; public bool hasConnectManager; public bool isActive = true; public ConnectManager connectManager; List<GameObject>...
Thanks!
Hi! after carrying out your changes, i can confirm that the buttons.Add(tf.gameObject) is causing the error, and that buttonsTransform is not...
If you try using a list instead of an array, you can change the size on the fly and i'm not sure of your intentions but perhaps you could make an...
List<GameObject> buttons; RectTransform[] buttonsTransform; void Start() { buttonsTransform =...
nevermind, i switched to content.Count instead and it's fine. idk where i heard .Capacity was good lol
i was trying to create a console for when you connect to my game. here i have the script consolemanager: using System.Collections; using...
Hi my code is the following: using UnityEngine; public class Wristwatch : MonoBehaviour { public Animator animator; public Transform tf;...
Thanks for this! i interpreted a tiny snippet from your code to suit my needs more easily by passing the manager reference through the...
I have a type "Task" and from there i need to be able to edit a variable "pointCount" in my gamemanager. If you want to see my attempt at making...