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Thanks for reporting the issue. Could you perhaps do the following things for me: Tell me which version of Unity and SmartCopier you are using?...
Hi @chaosmonger and @NeatWolf, The issue has been resolved and the package has been submitted to Unity. Note that it might still take a few days...
Hi, I'm working on a fix at this very moment. Will update you once it has been deployed.
@Autarkis @pradf4i Hi again, I've already submitted a new version of SmartCopier and it has been accepted to the Asset Store already! You can...
@Autarkis @pradf4i Hi! Apologies for the late reply. Unfortunately I can't check this forum thread every day so I'll usually respond much more...
Hi there! Unfortunately, this is not something SmartCopier can do at the moment, as it is not really the intended use case. However, it can copy...
You need to drag in a reference to the ItemList for each Item component.
Version 2.1.3 of SmartCopier is now available for everyone on the Asset Store. It includes the latest bugfix! Cheers
There's no way for the compiler to know whether or not xValue will actually ever be assigned a value, since it cannot evaluate that either...
@palex-nx is right. And since Vector3's are structs, you really do not need to worry about creating new instances too much at all. That is how...
Do you get the same results if you assign the array elements a new Vector3 instead of setting the values in-place? E.g: opcPositions[i] = new...
If you look here: https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/SerializedObject.bindings.cs A SerializedObject...
You are setting the values for opcPositions[0] but logging the values of opcPositions[i]. You'll want to do opcPositions[i].Set(...) instead.
You don't want to add things to a list while you are iterating over it. In this case, that's moveableArea. That will, in almost all cases, cause...
Hi @mobdoggo, Thank you again for reporting the issue. Thanks to your description I was able to find the bug and fix it. I have submitted a fixed...
When is the "ChestOpen" function called? It might be that you're trying to start a coroutine on a GameObject that's already been destroyed.
Thanks for reporting back! I will try to reproduce your issue in the specified Unity version and report back to you later today.
Since it's already a serialized array, why can't you just drag the items into the Property field in the inspector? That's what the SerializeField...
This is the problematic line of code: animateSprite = SpriteRenderer.FindObjectOfType<SpriteRenderer>(); All your instances are spawned, they...
Hi there, Sorry to hear that it isn't working as expected for you. Can you try the following things for me: Completely delete the "SmartCopier"...