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I feel so stupid now, but it actually had a lot to do with events - I was copying Orders using MemberwiseClone, and I missed the fact, that it...
Hi, it's me again, with yet another Unity issue for your (questionable) entertainment! To start with - I have box class which has PriceText...
Update: the issue is definetely with Property Drawer - when removed, each value can be edited independently. I still hope there's a way to fix it,...
Thank you for your reply - I wrapped the code in those 2 methods, and removed and readded the component to the game object - just to be sure....
Yes, _maxPrice already has [SerializeField] attribute. I've edited the first post a bit to make it more visible - I'm guessing Tooltip attribute...
Hi, I basically have a struct: [Serializable] public struct Price : IEquatable<Price>, IComparable<Price> { [SerializeField] private...
First of all, sorry for (very) late reply now. I got really busy with other things. I copied project folder and started deleting things today -...
Yes, I'll try to strip the project down a bit soon so it's smaller and less messy and then send you the files.
Hi. I have a simple property drawer code put in DLL. [CustomPropertyDrawer(typeof(ToggleButtonAttribute))] public class...
Hi! I am currently working on a small multiplayer FTL-kind game. I already asked a different question about it HERE. Anyway - besides that one...
Yes, I watched it just before posting here. Before I didn't realize ScriptableObjects are treated just as reference when attached to object. And...
Ok, so basically I am making a game a quite inspired by FTL. I have ShipRoom class which holds a module - module has health etc etc. It also has...
Perhaps these two threads could help you - in general case of server-side storing data:...
You can't. You can only use Network Messages in such case. And tbh I don't see how would that increase security. Better would be use just compiler...
The best approach is to request time from some dedicated time webpages.
In fact, C# standards say structs should be immutable (only readonly fields). Perhaps Unity is slowly trying to get us used to that? ;o
As there's no info from dev if it's planned, I made a feedback thread:...
You can also SpawnWithClientAuthority, but it'll need to have a NetworkBehaviour and NetworkIdentity components attached to it. You can also use...
You can send network message directly to one connection using NetworkServer.SendToClient. Any message player-player has to go through server,...
I am not sure, but maybe it's a host?