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Thank you for the reply but that was... unhelpful. I know what is null-ing, I just don't understand why. If I create the same array but with int...
So I added this in Start(): cells = new Things.Cell[64,64]; for(int y = 0; y < 64; y++) { for(int x = 0; x < 64;...
Hi all, I've made a class and than tried setting a value in it and I get an error: NullReferenceException: Object reference not set to an instance...
Not sure if it's a bug but... Didn't change anything and mouse movement became choppy and the character doesn't move. I'm using the first person...
Is there a way to programmatically update a class's properties (like font size) so every element with that class will be updated accordingly?
Found out I need to add the fog in the shaders so... solved!
For some reason, the fog doesn't work in this scene. It works on other scenes in this project. There are no dynamic lights or shadows. What am I...
...and that didn't help
I've added // in front of the line that sends the error message - the script is InputBindingResolver.cs in...
Cool, thanks!
Is it possible to have one build and let the player choose how to play? And if so, how?
Thank you for the detailed response Kurt but I know how to debug code, I'm posting here after hours of unsuccessful attempts...
Hi, I'm trying to combine a bunch of meshes into one. Copied and modified code from unity docs and it creates an empty mesh. The remark in the...
Well, the problem solved itself, no idea how. Probably it was not related to unity... Thanks for the help!
Forgot to mention that I've tested a build and got the same slowdown. The profiler doesn't tell me much, maybe I'm not reading it correctly?
I'm in a very early stage of development, when playing the game in the editor it runs at ~700 fps, when turning Maximize On Play in the editor the...
I second that question!
I second the question. Is there a way to access shadow information inside shader graph? Or should I go back to writing shaders manually...?
Thanks for the info
Isn't urp forward renderer? I did check the lit shader and didn't understand a thing but I'll check it again.