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I just autocompleted my way to this thing here: [field: SerializeField] public int CurrentVoxelCount { get; private set; } That is exposed in...
In case anyone is interested, here's a very interesting talk on how to use scriptable objects to make your game very modular and decoupled: [MEDIA]
Sounds very interesting, thanks a lot! I'm not worried about breaking the multiton, I'll only use this script once in a scene, anyway.
Is there some type between a MonoBehaviour and a ScriptableObject? I'm doing a camera control system, and I want to be able to swap out...
For any one else, it seems the problem occurs when the font size is smaller than 1. I used 0.3 in a world space canvas. I resized the TMP input GO...
I have a TextMeshPro Text component, where I can type in text. The problem is, when the text reaches the right border, the component starts...
I actually have a similar or opposite problem with TextMeshPro, but that might be the thing you're looking for. See here: [MEDIA]
Another question, how is your servicelocator implemented? Is it a map, so you just have one get method: HealthHandler hh =...
That's a good point, Joe. So, in your Awake() methods, a script will add itself to the servicelocator, and in Start() it will fetch its...
Joe, that sounds like the service locator pattern? My friend just mentioned it to me, it sounds like it's commonly used. I'm not sure it will...
Thank you very much for your input. I'm familiar with interfaces, though don't use them that often in Unity. Most of my scripts implements...
Hello, I have my Player GameObject, and I currently have about 10 scripts on the object to control various things. I'm trying to follow single...
Good point. Just the other day my teleport mechanics messed up because the transform had moved, but the rb.position had not been updated. Made a...
So I found a way: I changed line 6 to rb.MovePosition(transform.position + moveAmount * Time.fixedDeltaTime); And I get the effect I was looking...
I'm playing around with a top-down pvp spell casting game. I want some spells to push other players, like a force wave push or whatever. Now, I'm...
Hi, I'm trying to create an AI behaviour tree. For now I construct the tree in the editor, like shown in the attached image. [ATTACH] The idea...
I found out I don't need rigidbodies on everything. I can just call rayCastHit.collider.gameObject to get the actual game object that I hit,...
I found out one of my PlayerBodyParts were on layer Default instead. So the root node capsule would collide with the Default layered gameobject...
I have a character model, with colliders on the bodyparts (nested GameObjects, with layer of type "PlayerBodyPart"), so that I can detect hits on...
I have a character, and I have 3 gameobjects each with an animator controller. The idea is i can move the character transform below GO1, and the...