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Put those players in an array please.
What you mean? The code change have already happened. I can't see a single use case when it's better to not reflect that right away in the asset...
Still you are here looking for alternative solutions :D it didn't take 6 months active development time. I can recommend final IK if you only...
Final IK is nice though since it's implemented in C# and with mono being Mono jt doesn't scale all that well.
Ever heard of bubbles? Like the dot com bubble? It can happen on smaller scale too, like single entities Edit: in fact it's a old thing, Google...
Stock market is also gambling.
Anyway to get back, yeah, coroutines are just enumerators. We have used this in our game. protected IEnumerator Execute(params...
Your initial response could be interpreted as Your solution is over complicated, so roll your own Coroutine handler instead :P
If a developer doesn't understand IEnumerators they need to learn C# first Unity later :p edit: Though I have seen alot of devs think Coroutines...
Why would anyone ever want to "unroll" a Coroutine? Whats the use case?
Take my code above while (bomb.State != BombCase.BombState.Placed) yield return null; That code will hang thread. I...
Thats dangerous though :D Potentielly hangup render thread. edit: well it will stack overflow in this case since its recursive.
Your code will break if you unload current scene and load a new one. That will kill the GO and next time you use it its destroyed Change...
It uses DynamicInvoke though. Thats reflection and really slow. My implementation above uses type casting which is much faster
I'm myself do scene aware stuff in none scene types sometimes. Here is an exexample public class InstanceCountPool { private...
Btw, the rumored switch from Mono to CoreClr (Net 6) will shift alot of this. It will probably make il2cpp obsolete for example. In my testas Net...
:P
A world is built on thousands of gameobjects that are just containers for mesh renders, colliders etc. These only reside in native memory, the...
Correction, a empty gameobject with managed wrapper is not free. A empty game object in scene is pretty much free. Unity loads its managed...
In the video they are doing exactly how I do it. They execute the method that returns the enumerator and runs the Coroutine from a scene aware place.