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The third parameter on this line is also likely to cause you problems: transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation,...
You mentioned this is a top-down view, this line is likely causing a problem (maybe even your problem :)): targetRotation =...
Yeah, I was a little hesitant to include the UnityEngine.EventSystems namespace for only an enumeration. If you wanted you could remove the using...
Unity having an implicit operator (note: not an override) to cast a GameObject to a bool is neither here nor there. The point of my comment was...
I decided to play around with this for a few minutes, feel free to use what you any parts you want. I wasn't able to test the "sticky rider", but...
While I think methos5k has likely solved your issue, I still think it's worth pointing out that conditions don't work the way it appears you are...
Is this located in FixedUpdate()? Have you changed any of the settings in the InputManager?
I may be envisioning this wrong, but it seems like using Mathf.Cos(Time.time) would result in a non-constant speed. It's a clever way to get...
Is the platform supposed to move at a constant speed? transform.Translate(transform.right*Mathf.Cos (Time.time)*Time.deltaTime*time); will cause...
You're right, the inspector won't visualize 2D arrays by default. You can sort of work around that by making an array of a class that contains a...
The code in my previous reply didn't account for casing (e.g. a URL that began with HTTP:// would get through) or a URL that ends the string. This...
public static class StringExtensions { public static string RemoveAllUrls(this string str) { str = RemoveUrls(str, "http://");...
Oh, grass. I don't have any personal experience with grass. :( You may have better luck getting advice on this if you explain your use case in the...
What have you tried so far? https://docs.unity3d.com/ScriptReference/Transform-rotation.html
Instead of having your units check to see if they've been selected, you could try having your selection handler tell them that they've been selected.
If you mean to say that you'll potentially have thousands of instantiated objects on the screen at one time, this is an ideal use case for an...
Instantiation of GameObjects is a relatively expensive action. You would likely be better off setting up an object pool to pull them from. As for...
This is a bit of an intermediate feature. In beginner scripts input is typically handled inside MonoBehaviours that are attached to the...
rpuls, if you're looking for Adobe Photoshop level quality while reducing the size of images for display on different resolutions you're going to...
This does sound like a nightmare, and is likely the fault of the design.