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Reopened the editor, did as you said, and... there's no issue to debug. Everything is working perfectly. Maybe it just needed a reboot?
I have a turn-based combat system that I'm running through coroutines, so I can regulate the timing of everything. For some reason, though,...
Updated to this: newCard.transform.rotation = Quaternion.Euler(0, 0, Mathf.Lerp(15, -15, index / cards.Count)); Closer to the intended behavior,...
float alignResult = cardIndex / (cards.Count - 1.0f); newCard.transform.rotation = Quaternion.Euler(0, 0, Mathf.Lerp(15, -15, alignResult)); This...
Oh, right, I can serialize classes. Thank you! I’ll test it out and see if I can find a way to accomplish that. that’s true, SO would work, but...
I’m not really sure how to go about this, so I’ll try to explain my desired result. I have scriptable objects for different weapons in my game....
This is an issue I've been running into for a while, but I haven't found a solution for it. Also, it doesn't seem to happen every time. When I...
2020.1.4 Very strange problem, since they would work just fine if I removed them from the scroll view. However, when I made new buttons and...
I've noticed that adding buttons to a scroll rect makes it difficult to interact with them. In fact, in my case, it offsets the pointer location...
This should definitely be reported as a bug, but I managed to get this working by following steps 1 and 2 from here: Resolved - Transparency sort...
They’re the same object, I just hit duplicate and changed the color to make it clear which is which. I changed nothing else. I don’t think the...
I followed along with a video to make sure I was doing it right, but changing the transparency sort axis in the 2D Renderer settings doesn't seem...
In URP there's a setting to change the sprite sort to the Y-axis. I haven't found any methods to do the same for LWRP. I tried writing a script...
I'm having trouble getting the UI and sprites to scale consistently. Regardless of the canvas settings I choose, I can't get a UI image and a...
I'm running a script in a nested coroutine, but if a certain condition occurs, I want to break out of the enclosing coroutine. Is there a way for...
Never mind, I realized the issue. I'm creating the objects before assigning them, so I'm literally assigning the same object to multiple slots...
The instances are held in an array, and assigned as such: public static bool AddUnit(Soldier soldier = null, int opening = -1) { // If no...
I'm making a game where you control a team of soldiers. Each soldier is a script object that contains data about it. public class Soldier {...
I have a blend tree with 4 simple animations, each set to a different corner [(-1,-1), (-1, 1), (1, 1), (1, -1)]. However, I noticed that the...
This is pretty close to what I was looking for! I ended up finding that Activator.CreateInstance(item.GetType()) had most of the functionality I...