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How is the transform position determined for an empty gameobject, as an example?
Took some trial and error but I've got it working now. I still wish there was a way to define a gameobjects "center", seems like it could be a...
The Gowron profile picture should have informed me of tone- which is to say I reacted more strongly than I should have, and being frustrated in an...
I'm not really sure how you can say it's wrong when it's working. I've not said you are wrong, clearly it is true: the contacts are not being...
Followed someone else's advice to perform the Overlap check in a coroutine delayed by a brief pause before continuing with the branch-building,...
The code definitions: node = the Bottom Connection Point of the previous room/hallway/prefab. length = how many prefabs to spawn in this...
Can you demonstrate a way in which I can instantiate an object relative to a handle-position rather than the objects center / origin? I have not...
Here's where I've left off with the code: void SpawnHallwayDown(ProcGen_Prefab.PG_Node node, int length) { node.connected = true;...
I can see Contacts listed in the inspector, but nothing I've tried is giving me access to these Contacts info. I've been banging my head against...
Unless / Until someone has a better idea of how I might address this, I've shoved this into my player's update function. Works, but feels hacky....
EDIT: Okay, so this IS affecting the player when they use a Gamepad = but only if they are not also "holding down Button to aim". This is the...
I'm sure I'm doing something wrong, but I can't seem to track down what is happening or how I might troubleshoot this one. [MEDIA] I have an...
Totally - but how would one "target" the bloom to just the eyes, for example, of an animated sprite? I'd have to assume this is Method 2....
This makes sense for a 3D environment, how would this apply to 2D situations?
Hey, I'm just wondering what the best way would be to achieve the following: I have an animated enemy sprite, and I wanted the eyes to be...
Thank you for this! Linecast ended up being the fix, working properly now!
Unfortunately this aint it, the layermask is only set via inspector and not touched otherwise
To provide a bit more info too, the Raycast layer mask includes: Level, SoftWalls, Props. The object the Raycaster is on is set to the Player...
The layermask sets which layers the Raycast can detect on, no? I feel like this is how I've always used it ?
Hey, I've got an annoying issue I can't seem to solve. I'm working on a script to raycast outwards and determine if an area is suitable to place...