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Did you drag a GameObject into the field MapPinPrefab in your Inspector? This is the object reference that is required according to the error message.
It seems like the GameManager doesn't know about the Player Object. Did you drag the Player GameObject into the GameManager Inspector?
On line 31 you set the players position to a new vector (Position 0, 0, 0). You want to set the player to the "position" you defined on line 30....
You have to use transform.TransformPoint on every verticy of the cube. This gives you the world space position of each of them and you can then...
Maybe you could leave the item pool empty initially and put only items you have created before and now want to deactivate into the pool. The pool...
You can create an array holding the maximum days for each month like this: private int[] maxDay = new int[] {31, 29, 31, 30, 31, 30, 31, 31, 30,...
It works just like you said. The Clip needs an Object to get fields for properties. After adding them, they are stored on the animation asset and...
My Animator has an "Interact" state. Its animation clip can be swapped via override controllers, so every interaction inserts its own animation...
print("hit" + other.name = "!"); should be: print("hit" + other.name + "!"); You can add multiple strings together via "+". The "=" is the...
Can you share that BulletBehaviour.cs ?
Wrong: Position Correct: position Wrong: Ridgedbody Correct: Rigidbody Wrong: GetComponant Correct: GetComponent
You still have a ")" too much in there. Right after the first GetComponent<Collider>() you are closing the IgnoreCollission with another ")", so...
Please share the current script again.
Thats a legit question, as there should not be a need for the () if there are no parameters to fill it - you are right. It IS needed however, as...
No, the () are needed! To break it down: You have the function IgnoreCollision() This function needs to know which colliders to ignore. You are...
Line 32 - Change this: Physics.IgnoreCollision(bullet.GetComponent<Collider>()), bulletSpawn.parent.GetComponent<Collider>()); to this (check...
Hey! You didn't tell us what the problem is. But from a quick look over your script i can see you are getting the component "Ridgedbody" in line...
A very simple solution would be to create an empty GameObject at the center of the island; make the boat a child of it. Then rotate the parent...
I have found this:...
Did you set the reference to your Object with the ActivateShield component in the inspector of "Done_DestroyByContact"?