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ok is it possible that you disable the animator somewhere? also just add a check to the scriptif(rb.bodyType != RigidbodyType2D.Static)do velocity...
no problem glad I could help a bit but are there any errors in the console ? I'm thinking maybe the animator is null , only thing thats left , it...
like so private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.CompareTag("Enemy")) {...
interesting . ok just did a double check and you never call Restartlevel(); in the die() function or the OnCollisionEnter();, but you say it works...
ok so things to check: does the spike have the tag Enemy ? Also try add a Debug.Log("Called"); to the OnCollisionEnter2D() and to the Die();...
post the code for the kill command , are you using onCollisionEnter or OnTriggerEnter ? need more info
out of interest is your cpu AMD or intel , and gpu AMD or nvidia? might only be an issue with AMD and windows? but im unsure as both my laptop and...
this isn't unity related , noticed this about 2 weeks ago , both my laptop and pc have this problem , windows cpu usage sky rockets when moving...
this is interesting , so if I call destroy on an object , unity will still keep the memory for it incase its used again ? but calling...
good to know!
not very familiar with the memory profiler , it seems more then likely that somewhere unity is storing all references in some kind of static list...
try this https://docs.unity3d.com/ScriptReference/Scripting.GarbageCollector.GCMode.html also call GC.Collect(); like 3 times in a row , should...
do you set Mesh.UploadMeshData(true), if so this should free up all the memory and only use gpu memory , otherwise there is a bug , quite possible...
ah yes my mistake , but thats awesome!
heightmap based terrain can only go so low , heightmaps are based on a greyscale map with colors from 0 to 255:Edit (actually as kurt pointed out...
Hi all sorry I havent updated in a while just got a new hard drive havent had the time to redownload unity (slow internet) but hopefully in a week...
Update fixed the problem with th grainy textures changed some shader values uploading changes to the main branch please redownload if you want the...
For those wandering plants are rendered with DrawMesh because there is usually only a couple while grass uses DrawMeshInstanced , need to add a...
it has mipmaps but I think its bugged when blending between different textures with anistropic on , with it off its less noticable. interesting...
something to note from your screenshot is that , with force anistropic textures on , results in that weird grainy look , something to look into...