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Same update here. We indeed verified that the problem was an old testing track. But there is no apparent solution. We opened a ticket with...
I think they are both right on the money. We had the same issue and ended up finding a very old testing build lurking around (still active as in...
As said before, solid learning might be better than examples:...
I agree some solid learning can help you a lot more than practice when starting out. In the mean time. You could populate the list from the...
This doesn't work with System.Actions though. How can I call a callback from a lambda?
If you are working with other people is easier to understand a drag and drop on the inspector. Having to open the code and see from where and how...
YOUR PROJECT is not a valid question man, can you give a more complete idea of what you need?
What are you trying to acomplish? You kind of keep changing the subject with each comment. Besides, why would you compare arrays of random...
Haha easy man, there wasn't a question so I had to ask one
Is that your sister?
If leaving it on the asset folder is not enough, try moving the dlls to a folder named "Plugins" anwhere on the asset folder.
Add some debugs to see if they are being called on each coroutine. And add another debug on EndReached to see if it is being called. Maybe is the...
I would recommend that you don't use the particle system to make the shots. Anyway, the problem might be with the particle system being set to...
If you have defined a struct inside a class public class MyClass { public struct MyStruct { } } And you need to access it from...
I'm not sure, but using unity networking I think you need to spawn the bullet from the server and it will replicate on the clients.
What's exactly the problem, Do you see your object on the Scene View Camera, but not on your Game View? It could be the occlusion bake, or...
When you use Rotate, it rotates the object from its center point (pivot). The world pivot must be out of place, you shouldedit your model so its...
int[] numbers = new int[4]{1,3,8,6}; ... int rndNumber = numbers[Random.Range(0,4)];
This doesn't make any sense on it's own. There is no skipping logic in what you have shown.
Color.grayscale then if the grayscale value is lower than what you consider dark (will always be between 0 and 1), you lighten it.