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[ATTACH] I made option system which have resolution buttons and brightness slider After resolution changed, brightness slider get click on outside...
In Unity 2021.3.4f1, serialized class in editor is bugged Element 0 field is overlapped with lower elements Is there a tracker about this issue?...
Some of my teammates say we have to avoid PSB file, but the others say working with PSB file is very comfortable. And while this situation, I have...
Hi, I'm programmer who preparing new game project in game development company. Before start to making product, I have to make rules for everyone...
[ATTACH] [ATTACH] [ATTACH] Hi, I made shader which make sprite ripple like wave. When I test this with different computer, sprite looks different:...
Add default columns and pull from sheet via script is possible? I want to do these things below. public void PullFromSheet() {...
Error message ''Transition 'AnyState -> INVALID' in state 'AnyState' transitions to state '' which does not exist in controller.' is showed every...
Oh I got hint by the canvas system. The background image was sprite renderer, not the image. Thank you so much!
My TextMeshProUGUI text is hide behind of the background image. Changing background image's sorting layer is works but then, background image...
I checked exactly same code with yours and it works Isn't the value (h or v) * speed * Time.deltaTime is too small to your game object looks moving?
Maybe you can use Tilemap.SetTile
Oh I didn't think about that at all. Thank you for your advice.
Never mind I changed my code like below and it works if (Input.GetMouseButtonDown(0)) { zValue =...
I want to save rotation z value when mouse button down and rotate while drag with angle(float). With this code, gameObject which I want to...
The code contains many other actions so it's bit difficult to share, but I checked the prefab is instantiated once by log. But maybe I can try to...
My Unity version is 2020.3.2f. I checked these things below 1. This animation is non-looping. 2. This animation have only one event at frame 0...
Did you get animator from GameObject? Use GetComponent<Animator> or SerializeField / public