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I have 2 classes: public class Agent : MonoBehaviour { private FSM brain; void Start () { //Create the FSM that will control...
Do you have any idea how I would pull the first array out of this 2D array? static object[,] rowOne = new object[2,4] { {1, 1, true, true}, {2,...
Where "jagged" means a dynamic array? Or does jagged refer to the array of arrays where each child array can be of different length?
Nice, cheers for the knowledge :-)
Solved: using UnityEngine; using System.Collections; public class pathFinding : MonoBehaviour { static bool[] rowOne = {true, true, true,...
I know how to use 1D arrays as I said, it's more like I need a 3D array I guess. Like imagine a chessboard, it is 2D but it has a 3rd dimension...
First off; yes I've done a search and am aware of multiple threads on this issue but I am still struggling. Basically I want to declare a 2D...
Anyone? :P
I have a script that should open a touchscreen keyboard when the user taps the screen. using UnityEngine; using System.Collections; public class...
I have no money to buy NGUI or the Xcode library :-( are there any free alternatives? I'd rather not spend a week implementing a spinner if there...
Hi all, I have something that looks like this: [IMG] The idea is the player will touch on one of the gaps and a spinner like this will pop...
You are legend! [IMG]
Anyone?
Introduction: I have the following script, the aim of it is to allow the user to input into a string, whenever a line of the string is longer...
[IMG] I think the diagram should explain it all. Does anyone know the solution because it's starting to hurt my brain.
You're a legend thankyou. I'm working to a tight deadline and I'm not in the zone today, I should of checked the API sorry for the time waste!
Ok, i've got the following script: using UnityEngine; using System.Collections; public class playerRayCast : MonoBehaviour { Vector3...
No because no translation is being applied to the parent object, not via script nor in any other way :-( You could test this by creating a new...
Yes
yes, I've actually made several big steps forward. I've got it displaying the mesh to the screen correctly, but it seems as though it's been...