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My aim is to create two different groups of objects affected by two different volumes simultaneously. One group's contents are affected by one...
I can confirm. VPN was the reason for my case as well.
Hi KelsoMRK, Thanks for your input! I understand what you are saying, I just dislike having data that regard one specific class outside of the...
playerHealth = player.GetComponent<PlayerHealth>() player = GameObject.FindGameObjectWithTag("Player"); The second line should precede the first....
For someone who does not understand delegates, you had better start with an example than using abstract terms or jargon, as they add further to...
Hello, I realize the title is quite vague, but I would like some guidance on a design problem I have encountered. Assume we have a class called...
Hello, I am aware, there are many threads on this topic. I am posting this one, because all of their proposed solutions have been unsuccessful....
If you have values that do not follow some logic (e.g. a formula of the type (TileManager.score * 5) + 10)), I suggest you create a dictionary....
I am aware, because every light has been set to Realtime and I only have 6 reflection probes, so I still have to wait the same amount of time...
@AcidArrow, oh right! Yeah, I ended up doing that, for I could not come up with a better alternative. The lighting system is definitely not...
I would, @AnneSchmidt. For exterior scenes, it really wouldn't bother me. For a horror game, however, you need to have constant visualization of...
Hey, @AcidArrow. Thanks for your reply. May I ask how one proceeds with your first suggestion? Did you mean I should untick the Baked GI option? I...
Thank you, both. @goat, I was not complaining about re-baking because I had set it to Auto. I was complaining about the fact that it has to...
During the development process, we always want to have some feedback on the end lighting. Some developers prefer setting Lightmapping to Auto, so...
Might have found a way, actually. The scene is composed of rooms; each room comes with a chief light source and a reflection probe. What I do by...
Hey, So, okay, we all know how beautiful light baking looks compared to real time. It also comes with the pretty handy feature of not bleeding...
I will once again reply to this topic, as I have encountered a new problem. How do we get the bursts of a particle system? Apparently, I mistook...
Well, I realized Emit(subEmitter.emission.burstCount) does work, even if Collision is unchecked. Glad this is working and I apologize. No idea why...
I have encountered an issue and honestly, it should not be the way it is. Recently, I switched my projectiles collision to OnParticleCollision()...
I want to revive this thread, as I am dealing with the same issue. I have also applied exactly the same 'fixes' as ceyssette did, yet none of them...