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Just wanted to say that this was exactly the problem I had. This fixed it instantly. Thanks for figuring it out.
I found this thread an incredibly useful starting point, despite its age, so I figure I'll chip in and share my own learning experiments with...
There does seem to be quite a few hidden sections. For instance: https://unity3d.com/learn/tutorials/topics/asset-store/ Asset Store is not even...
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Nice one, Elmar. You crammed alot of stuff into a small article. I know from personal experience that finding any useful documentation/tutorials...
Blender can do anything any other program can do and then some, for the most part. It doesn't matter which program you use - Blender is fine....
Zaco, I looked and this might be an issue with which version of Unity you are using. This was added in the 5.3 update. So, if you are using an...
That coroutine mentioned by kru will work to get you there(to a value of 1, which would be the max value 1.15f), but it won't get you back to a...
Eric means without the import you would literally have to type: UnityEngine.SceneManagement.SceneManager.LoadScene(1);
Back to OP: This should fix things if your scripts are attached like they should be. Though, I don't think you even need the "this." since...
(Time.deltaTime / 5) is probably giving you a microscopically small number. deltaTime is the time between each frame Update() or something like...
Yeah, but I was going off his OP and it sounded to me like he had it attached to the pickup object, but was destroying the player when it entered...
apsdsm is definitely right, in that your code could be cut way, way, way down. I was just too lazy to go about trying to type up fresh code on...
If that script is attached to your pickup objects, then wouldn't you actually be destroying your entire player with the Destroy(col.gameobject)...
else { if (slots [i].GetComponent<Slot> ().itemID == itemID) { if ((slots [i].GetComponent<Slot> ().quantity +...
In your update, try switching your press_enter back to 0 when you load the next scene. Also, added in the <= sign, so if it hits 0 exactly, it'll...
No, in Start, you would simply be getting a reference to the script, not its variables directly. Then later, if you wanted to see its variables,...
Your posted code needs to be altered. In Update you are trying to read var1 from script1, but you are doing it before you even know what script1...
Several things of note here: 1.) You are using a while loop in your SmoothMove method. You shouldn't use while loops outside of co-routines,...
You need to declare a variable for it first. Basically do it the exact same way you are doing your SpriteRenderer setup. public press_start...