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It's so annoying that loading an empty game project for a 2D game takes so long. Why?! I'm going back to Godot... I'm done...
Hi Rustum, I'm working on a top-down tile-based RPG. With Godot, I can quickly paint the bitmask onto the tiles instead of having to click on each...
I switched to Godot purely because of Godot's friendly auto-tile system. It's quick and simple to set up compared to the rule tiles in Unity....
Anyone have any idea if this is coming in the next update? It sure would be an amazing feature.
Experimental version: Note the option for isometric Z as Y for layout in the grid component [MEDIA]
I should have mentioned I was talking about 2D isometric, but I thought mentioning the Tilemap component kind of gave that away. Unity had...
I've been holding off for a long time on creating my own because I keep thinking the next version will have it. Does anyone know if 2018.1 will...
I'm new to unity's matchmaker service and have a question. I noticed that if I make a single room with max players of 20 that 20 CCU is allocated....
Oh wow! I'm going to look it over right now. Thanks! :)
@bigmisterb Thank you for your help. Where and how should I call the Travel() function? I'm assuming in the Update() function, but it requires a...
I found this nifty piece of code to move along a bezier curve. I was wondering if anyone knows if it's possible, or has any tips on how I can move...
Yes that would be nice. It seems to defeat the purpose of having a network animator component if you have to manually sync it lol
Bump. I was having the same issue with the network animator. I used the workaround as suggested but I'm curious why this hasn't been taken care...
Thanks for the input Teravisor. This does clear some things up. I'll probably just go the easy route with 1 file per player.
I want to make it where the user that is hosting the server will retain all of the player information on a single file. The users would save every...
I know little about terrainData but couldn't you get the four corners of the terrain using the size and x,y coordinates, then check which points...
You are declaring 'color' twice which you shouldn't, and you are trying to change the color inside a loop which means it will always be that color...
hmm odd... another option could be to just stop the audio to begin with and leave it checked using UnityEngine; using System.Collections;...
I think the easiest method would be to declare public variables and input your image and sprite directly into the inspector: public Image...
So far the only thing that I've found to work is terrain.Flush() which works but causes too much lag to be useful [MEDIA]