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Separate names with a comma.
Up to you, any unique identifier for the minigame that the user is currently playing.
Instead of: string path = Application.persistentDataPath + "/savefile.json"; Create a save file for each minigame, append the minigame name to...
A bit of a pain. I have a solution, it may not be the best but it's something that I understand and it's very flexible. By no means am I closed...
Yeah, the issue there is that I then need to re-include information about what tile is what, which just loops back around, why not just use...
I've run into an issue with this implementation. In some cases, when generating a map, some props can connect, such as shelfs. A default shelf is...
Ahh makes much more sense laid out. Thanks for that. I'll give that a go.
What do you mean by compose here?
So you mean to say, have a TileObject that just holds all of the information that any tile might need? Or am I misunderstanding.
In some cases I do care what the type is, especially for walls. My path finding algorithm doesn't allow paths through lower, mid, or upper walls,...
Yeah won't be doing that, that's just double classes for no reason. What sort of implementation would you use for scriptable objects here? I...
Thanks for ideas everyone. I'm working on a couple of different approaches to find the one that best suits my project, I'm currently exploring...
Right here public class EnemyAI : MonoBehaviour
No serialization necessary, map generation relies on Random.InitState() so maps are always the same. (seed dependant) Could try a scriptable...
Remove the EnemyAI component in Die()
Let me just preface this by saying I may not even require an Enum, but it does appear to be the most intuitive option, at least until now. This is...
Check if the class is an instance of a derived class then cast to it. if (myObj is Helmet) { Helmet derivedObj = (Helmet)myObj; // or...
Good idea, the first object comes from: UnityEngine.GameObject:AddComponent<Player> () and the second comes from:...
Hi, I've got a double instantiation problem. I'm using RiptideNetworking (C# networking library) to create a multiplayer game, and just having a...
Just call JsonUtility.FromJson(json) to decode and then find either id or deviceid in the returned dictionary. Use a ternary operator if you want:...
This does not do anything, you create an empty list and then check if it contains your spawnedAnomaly, which it never will since it's empty. Try...