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Real time Multiplayer endless runner? I'm not even sure how that would be doable, unless you generate everything server side. Syncing all players...
Order of objects initialization is not guaranteed (unless you manually set it up, but that's only for special cases and in general should be last...
It would definitely be a nuisance at least, while adding maybe a couple of hours (at best, depending on tools used and skill) to the time one...
If you're running on windows, you can hook to user32 and check what keys are pressed directly. Basic sample made for some other thread -...
Welcome to the forums :) Aside of what @LeftyRighty said, if you're just learning to program (as in - it's new to you anyway), I'd highly...
My eyes may now rest :) Thank you for the dark theme!
Never really got into it (not because I didn't try... the concepts just seem to escape me a little bit). It's I think a definitely worthy topic.
Fair enough (and surprisingly honest about targeting audience, not many say it straight out - kudos). Your editor playlist is pretty interesting...
Skimmed the updated SceneManager tutorial. Quick question - why are you using DontDestroyOnLoad if it's considered a bad practice even from the...
Just to clear it out - the question has been beaten to death numerous times. General consensus, against this particular thread, is C# is the way...
If you want to learn something for yourself, use a personal computer. Using company resources for personal gain, aside of what Schneider and...
If you're instantiating mutated objects (as in - variations of the same base) and for some reason you don't want a prefab with all variations, you...
That's a thin line that can easily explode the scope of systems you'll need to incorporate. As others (and other topics) said, Realism != Fun....
Try restricting rotations in the rigidbody properties - restrict either all, or leave y axis unlocked (f.e. if you want it to be able to spin when...
First thing that I usually check in those scenarios are guard statements - if you don't have any, add them (f.e. in a form of Debug.Assert...
I'm pretty sure you could use Dialogue System to track the quest and spawn the actor conditionally in the scenes based on it's state. It would...
Depending on how extensive dialogue/branching you have, you might consider getting an asset to manage that - forking a little cash to save...
For other users sake, it might be good to contact the creator of the asset. It can probably be solved pretty quickly by the person who originally...
What does this have to do with documentation? Please use code tags. Thirdly - what is the actual question?
How does that work for loading, though? It might be my ignorance in tags usage, but I haven't seen a way to instantiate an object based on a tag....