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Hi, I'm setting up a darting forward roll in my game. Most of the player movement is just handled with the character controller. However, my...
Hi, I've just started working on a new point & click RPG game and I was doing something I've done a few times before but this time with the new...
Okay, cheers for the information. It's definitely not my PC I had 2014 i7, GTX 970 and an SSD that my game runs on so I'll definitely jump in and...
I'm creating a 2d Terraria like game where I generate random terrain using perlin noise. I'm running into a problem where if I make my chunks have...
F***ing hell @Olander that's a lot of code! My current game only has about 10,000 at the moment.
Thanks very much for the reply I've been moving so sorry about the late reply but I'll definitely check these out, cheers!
Hello, I'm currently building a point and click RPG game using Unity's NavMesh system and I've had trouble trying to make the unnatural movement...
@eses Hey, Thanks for replying. I done a bit of research last night and I managed to find this all out but thanks for taking the time :)
I imported a model and set up a capsule collider and even tried a mesh collider but both of these seem to cause some form of resistance when I...
I know that I can use isPlaying but the code inside reload is only ever called when you press the "r" key. So, the code won't loop back over...
Hey, how would I go about doing something after a sound clip has finishing playing. In my case when the user pressed r he will reload the gun...
I am creating a multiplayer first person shooter. As I don't want two audio listeners in the scene at the one time I have written code in a script...
I fix it by setting my cameras near clipping planes to 1 instead of the 0. something value it normally is. Restart and it usually fixes the problem.
Yeah, I know. I think I'm going to delete the Enemy prefab and re-create it and see if that solves the problem.
public float enemyHealth = 500; public void reduceHealth(float damage) { Debug.Log(enemyHealth); enemyHealth -= damage;...
It was silly of me not to check the health itself. I used the unity editor to check but apparently that doesn't update. The health is decremented...
I have a class called Enemy which basically has a field called enemyHealth which is equal to 50 and a method called reduceHealth which takes in a...
Solved the problem.
I'll look into that. Thanks.
Is there a way to keep the last score the player achieved even though the way I restart the game is by resetting the scene?