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Look in Task Manager under Background Processes. Even after closing Unity Hub from the taskbar I still had about 10 Unity Hub processes active....
Thanks, that's got it working (still something wrong as it's still only managing 8fps but that's probably just some dodgy code somewhere). I...
Hi, I'm running through a Udemy course on ECS that's quite out of date, so am trying to update the code to run in 0.51.0-preview.32. I have a...
Thanks. I went for the simple animator approach and it worked perfectly. Believe it or not i'm about two weeks from releasing a game and it goes...
Hi, I'm building an obstacle that will be used inside a tunnel. It's basically a set of objects that will move towards the center of the tunnel,...
Each pillar has a parent. Each parent is at (0,0,0). Each parent is rotated 72 degrees. However, I am then moving the parent, and not the...
If you ever start a religion, sign me up as your top disciple! Thanks, that has resolved the issue.
Hi, I have 5 gameobjects that are arranged in a circle. Each gameobject is rotated in the world-z by 72 degrees so that they all orient towards...
:) It will output a list. The method signature (private List<int> ....) shows you that it will return a list of type int. var is a C# way of...
Hi, What passerbycmc said :) I was typing this so will continue posting it. With regards to creating the repeating array you could use a...
Looks like I was overthinking this. The shader works as it, it just needs Alpha Clipping enabled
Duh-nuh private float GetAngle() { var angle = Vector3.SignedAngle(pigeon.transform.position, player.transform.position, Vector3.forward);...
Hi, I have a game that happens inside a tube. The player is moved around the inner surface of the tube by using RotateAround on the z-axis. The...
Hi, I have created a couple of shaders that bend the world based on an objects distance from the camera. This means that everything in my game...
Thank you!
When building my game through the editor, it all runs fine on my Android device but when using Cloud Build, although both my Android and IOS...
For me, the resolution was to swap to using sharedMesh.name instead of mesh.name: var meshName = GetComponent<MeshFilter>().sharedMesh.name;
I'm having the same issue. I swap the mesh that is assigned to my player and am checking the mesh.name during collisions. When playing in the...
I hadn't (you don't know what you don't know), but will certainly have a look now. Thanks!
Hi, I have a world curvature shader that has 2 float values to affect the amount of curve in the horizontal and vertical axes. All of the...