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They definitely need to make structs [Serializable] in the UnityEngine.dll... I would also love to know why Quaternion, Vector2, Vector3, and...
You need to use the [System.Serializable] attribute on your class/struct in order for it to be serializable with BinaryFormatter.
Spawning objects and managing objects after they are spawned are two completely separate behaviours. Combining those responsibilities means you...
I would love to hear your reasoning as to why my example would be bad.
What possessed you into using a coroutine to accomplish this task? The entire thing should just be an iteration in update. I believe the following...
I use a custom ISerializerData type to handle all of my serialization. My primary binary implementation of ISerializerData adds a new variable by...
There is a very good tutorial on how to do Unity3D 4.6 GUI animations here. You could probably also do it with a custom script that implements...
We are going to need significantly more information in order to be able to help you... Are you using the old GUI system or the new one?
I don't see a "Delete" function in the script you posted. It also appears that you aren't storing references to the button instances so that you...
Create your script and inherit from MonoBehaviour. This will allow you to attach the script as a component to any GameObject in your scene. I...
The way you're implementing movement is so incredibly weird... Can you explain the implementation differences you envision for the three movement...
If the base functionality of movement is the same for all 3 movement types. The speed and animation simply change. I would just do something...
Please format your code with proper code tags.
GameObject.CompareTag should be used to compare tags. You could also replace GameObject.FindWithTag for a more efficient method.. PlayerScript...
Why don't you create a simple behaviour script that does this specific task and attach it to your bullet prefab? using UnityEngine; public class...
You can use reflection and attributes to aggregate functions by "type".
This could be a really bad idea if you are expecting the values of your component to be set via the inspector. In my opinion it is better to throw...
Using prefabs does not require the UnityEditor namespace. I don't know where you came up with "executing external scripts" but that has nothing to...
Please use proper code tags when posting code. Function names are case sensitive. You have "private void start()" which should just be "void...
Oh, so you just want to serialize and deserialize your data. I thought you were trying to execute external scripts for some reason. Are you using...