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Aight. I think I'll try making a custom input manager in the meantime. Thanks for the reply!
So I got here after trying to solve what I thought would be a small design issue. Three hours later, I'm looking into wholesale replacing the...
Huh, I spent a good portion of last year inestigating this kind of functionality, and here it comes, waltzing into Unity. :D I will have to look...
So it seems. XD
Not necessarily. If each "level" is mostly just a difference in game logic and requires little to no change in assets, then loading a level would...
To provide a little more context, based on what your lists seem to be holding, it looks like you're trying to do what Unity already does. There...
It looks like you made the constructor, but have never actually called it. If you want AnObject inside AnObjectData to exist automatically, you...
Hmm... My first thought is to access the OS's api directly. In particular, there's this Java Listener class that would normally be extended (as...
As for the problem with them not becoming active until every enemy overlaps, that's because they aren't checking if the object is in someone's...
Hm, from what I can find, the answer will be very OS specific. Try running some tests like: void OnApplicationFocus(bool hasFocus) { if...
Hope it works out well for you. Glad I could help!
Don't forget to search Unity answers and the forum first. Here's one I found using Lerp:...
I'll weigh in because I like optimization talk just for the joy of it. :D My understanding is no. Whatever overhead you improve from...
Glad I could help!
Looks like a solid approach then. There might be limits, but until you can see a measurable impact on maintenance or performance, that seems like...
It's a bitwise "or" operation. To save space, that constraints variable is probably a single byte of information. To set it, you couldn't use a...
Hmm... Based on my understanding of shaders and materials, I believe you're right in expecting there to be overhead on shader lookups. I couldn't...
Sounds like you're spawning on an infinite loop. Could you post the method that trues to instantiate the object?
You still have something trying to access the destroyed objects. Seems to be in the parallax script again. You're going to want to remove the null...
Ah, okay. So the destroy operation didn't remove the entire GameObject, only its Transform. So if you null check, you'll have to be more specific...