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The Hierarchy tab shows everything in the scene when it starts. I am not adding anything programmatically. [ATTACH]
How do I verify that? When I create the .fbx in Blender, the file is saved directly into a subdirectory (not Prefabs) of my Unity Assets...
If I do this: case "rifle": if(animArms.gameObject.activeSelf) { animArms.SetTrigger("equipRifle");...
I searched for this issue online and found some responses, but none of the solutions presented worked for me. Apologies if this is not the correct...
It took some research, but it looks like the issue was serialization on iOS. I added the following line of code just before line 20 of the Save...
I updated the Google Mobile Ads SDK (for iOS) to 6.12.2 and the error I get when trying to restart (which calls the save method) is now:...
Encounter the following error when trying to Restart my game on iPhone - a process which involves saving the player's data prior to reloading the...
I am excited to announce that my very first video game, Springling Swipe, is now available on Google Play for Android devices. I hope to have iOS...
Looks like all that was needed was to convert screen coordinates to world coordinates: Vector2 pos; void Update(){ MoveUpdate();...
Goal: When the player drags a finger across the screen, the Swiper gameobject should appear at the initial touch location, then follow the finger...
After several hours of experimenting, I think I figured it out: public float returnSpd = 2.0f; private Vector2 current = new Vector2(0f, 1f);...
When bumped, a bouncing (note: constantly changing y-axis) character should return to its original x-axis position of 0. Current iteration looks...
Yeah, I'm pretty much boned until this (2D physics) is fixed and the new GUI comes out.
Looking at a lot of other recent threads, I'm starting to think this is a 4.5 issue. o_O
I'm trying to deflect projectiles with a swipe, using Mike Hart's TrailRendererWith2DCollider to make my TrailRenderer collide with the projectile...
I appreciate the link. I played around with Vector2/Vector3 some more, but with no success. Then I tried altering the speed instead:...
This works: public void ShootToTheRight(){ Rigidbody2D bulletInstance = Instantiate(cannonball, transform.position, Quaternion.Euler(new...
After spending some time thinking about it, I think the solution may be to break the jump animation out into a couple seperate states: -...
If you're willing to share a screenshot of how you set that up and the end result, I'd love to see it. (Or possibly a link to a good tutorial that...
Hi, I'm a Unity noob building my very first game with a lot of help from Mike Geig's excellent tutorials. Specifically, 2D Character Controllers,...