A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Is it still possible to make a Fog of War effect like in older RTS games with STE? I'm messing around with making a turn based classic rogue style...
Hey, When I import v1.6.0 (which I believe is the newest version?) into Unity 2018.3.3f1 I get a buttload of compile errors relating to Tiled...
A simple solution is to create a singleton script that holds all of your persistent data for your overworld scene and then pass it to the...
Performance wise you will be fine in both engines. When it comes to pixel art Unity will take some extra work to get pixel perfect rendering....
Okay, that makes sense if I understood you correctly. I only have an ELI5 understanding of networking, but I've been planning on diving in for...
How difficult would a dark souls style messaging system be to implement with Unity Networking? If you are unfamiliar with the system it allows...
Tried doing that and it was very clunky and inaccurate. I cast several rays out evenly spaced within an angle towards the input direction from the...
Hello, I'm trying to create a lock on system that allows me to cycle through potential targets. Right now I have targeting and locking-on...
Hello, I believe I can help. I implemented a dashing system into my project that works more or less how you want. Essentially there are about 3...
All my projectiles have their own rigidbody2d and move by setting rigidbody2D.velocity = direction * speed; in the fixed update method. I...
I'm having an issue with collisions in my game. I have a projectile that travels a set distance and then stops and remains stationary for 2...
Instead of having a GameObject represent an actual Item why not have it act as an ItemContainer. The ItemContainer holds all the data for the item...
Hello, I've been following THIS little break down of what you need to do to set up Unity for pixel art... I've got it all set up perfectly......
Thats odd. I have sprites that are 16x16 and having True Color, Point Mode, Pixel Snap, and No AA together fixed the same kind of problem for me...
Are your sprites set to True Color? You may also want to go to Edit->Quality Settings and turn off Anti Aliasing for all the quality levels....
Using the physics engine for platformers is pretty tricky. If you are going for very precise movement and input response (like older platformers)...
The difference between the two is that Input.GetAxis(...) pretty much simulates the way thumb-sticks function. It will start at 0.0f and if for...
if(Input.GetKeyDown(Keycode.W) && Input.GetKeyDown(Keycode.LeftShift)) { // run } else if(Input.GetKeyDown(Keycode.W) { // walk }
That is strange. The rotation should just snap towards the next point immediately. Have you experimented with the different overloads of the...
Something like this could do it. void MoveToWaypoint() { Vector3 dir = waypoints[waypointIndex].position - this.transform.position;...