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thanks, that fixes it
Hello everyone, I was trying to add a basic trail to my particles However after setting up a gpu event, the particles that should spawn from it...
The only transparent sprites I have are from the UI and they use the default shader. But I am using a material (made out of 1 of my pp shaders)...
Hello, I am making an android game using Universal Render Pipeline. In my scene, I have around 10 sprites visible, but for some reason it takes...
Hello, I am making an android game using Universal Render Pipeline. In my scene, I have around 7 sprites, but for some reason it takes the gpu...
I am glad I could help
yes, to prevent garbage from accumulating you should use Destroy(gameobject) when you dont need a gameobject anymore. Although this can be a bit...
Thanks for the reply. Is there any workaround or should I just wait until the official support?
Oh, I think I see the problem. void PowerUp(string m) { if (m == "MagicStar") { PowerupTime = 5;...
ok lets start with the "grabbing". We will use the OnCollisionEnter2D(collision) function, which is called everytime your power-up touches...
I think I found the problem. Try replacing this line rotatingPlatformRb.velocity = new Vector2 (speed * Time.fixedDeltaTime,...
Alright, Didnt know there was a forum for vfx graph. I will post my problem there too. Thanks for the help
So, my problem is that particles from Visual Effect Graph are stretched infinitely on the y axis, as seen in the picture below. This only happens...
First of all, use punctuation. I had a stroke reading this. You dont even know how to use unity and want to make a full pokemon game with 8...
So, I was trying to make my first android game From the 156 problems I am experimenting, one of them is that particles from Visual Effect Graph...
[IMG] So, I have got this planet. I need my player (the capsule) to rotate with the planet's surface. I already managed to make him look at the...