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I've downloaded. All it does is inlude the AddPass once. After that I don't understand 1; How can I set the AddPass's properties from a script. 2;...
I doesn't mean the basic work (Tex 1-4 in first pass, 5-8 in AddPass, 8-12 in AddPass etc...) I mean how can I set for example 10 texture in my...
I did, but its kind of hard to understand, you need many thing to set up just for a simple task to bind a device to a PlayerHandle... And I still...
Similar to InputSystem.ListerForBinding(...)... However that reads from all device, even those are outside of the action map... For example I had...
You can already... I worked for about 3 hours to make it works, but it does... Here is how to do it: Make a script... First you need the...
So I just tried out the new Input system, and I would have some suggestion... But first, the bug report: The ButtonInputControl.wasJustPressed...
I have a player, that contains 3 Trigger Collider 2D... I use OnTriggerEnter2D() which is okay, except when the triggered GameObject is changed......
I already fixed it, but thanks :) Now i'm building my Object Pool, since the level is built up from S***loads of objects... About 60-100 on the...
Tried both method, none of them worked for me... I need to find a way to initalize these classes before the gameObjects being created O.o
this: MapHandler M =GameMaster.GetComponent<MainScript>().Map; Returns a null reference, wherever and whenever I call it runtime... However in...
I have a simple Scene, which contains (at start) 3 object at all: A _GameMaster empty gameObject which just contains every non-MonoBehaviour...
I have a little game, where I haveto deaw Texture2D objects... However, I do not use Unity's GameObject system rather I Draw them Manually with...
That won't work :D Because the world is build from different squares... Something similar the Minecraft (not the game)So there is a square at side...
The player gonna be square shaped... But there would be more collision at the same time possible... So maybe it collided to the wall and the...
I mean using blocks that you use the Square shaped steps on the pic, not the float values ofthe transform... I mean not "Transform.position" but...
I have a game, where i the players has 4 collider... (Top bottom left and right) And whenever something hit the player, i have to detect which...
Well this is not that simple :D First create a polygon... 4 points for the 4 edge (a square) and add pore points between the top 2... So you have...
Make a filled polygon, the upper points should be re-calculated each frame... According to the forces it get... So you would make your own water...
Loop throught the path it gives to you, and if it find a collision start to search an alternate way... If it works in those blocks, you might use...
I don't think, since they doesn't add particles to the world...