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Copy project to new folder (backup) Install and open 2017.3 Beta and open the project (let it reimport) Import the US2CS package Convert project...
Yep, just noticed this myself. Tried updating a UI element and resaving the prefab via Apply button and EVERY recttransform in the entire prefab...
That's an exceptionally old version of unity.. The in-editor version only works with the newest Beta build of unity (2017.3), doesn't even work...
Scratch that, it was actually an issue on my end. It was an old game object that I deleted a couple test scripts but never deleted the object....
Project converted (again), zero errors. It did fail to assign two scripts to an object, but that's not hard to fix. Just drag them back on
PlayerHandler is just an object array of each individual playerBase script to reference the player slots //js works fine enum eFaction {...
Alright.. That worked... Mostly. (Yes I did click the Verbose logging) It actually converted the scripts, but... Broke a few things. Most of it...
My bad, my misunderstanding. Got off a 14 hour shift at work and did that before face-pillowing. Lets try again. --------- UnityScript2CSharp...
Here, just have all of them since there's like 4 of them that say CSharp, not sure which one you want.
The files you requested, as well as the obligatory dxdiag when attempting to find what goes horribly horribly wrong.
I get the menu, and when clicking on it I get the dialog asking what I want to do. I click accept yes I did make a backup, (copied project folder,...
No I'm not. and I can safely say most other people in my position aren't either. And seeing as when putting together those examples I went back...
I was pointing out the fact that a comparable equivilent doesn't exist on C#. Lists are close, but still just not as simple. In JS, it's much...
2017.1 gives "compilation" error, and 2017.2 gives "compilationpipeline" error.
I personally use strictly Unityscript. It was what originally brought me over to Unity when I was comparing engines (Unreal, Unity, etc). For me,...
I've seen a lot of threads about the editor FPS being low, and I understand that the editor is exceptionally terrible at FPS. I do see a drastic...
I've done this several times via scaling and rotation. In your script you'll need (rename at your leisure): fPos Vector3 ;; Particle is coming...