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indeed, i changed Generated Asset Type from Vector Sprite to UI Toolkit Vector Image, now it works
i have the com.unity.vectorgraphics package. when i try to drag a svg asset on top of the background-image slot with the image type set to vector...
When two transition states are selected at the same time in the Animator window, upon editing their properties in the Inspector, only the last one...
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yeah, now i realised, my sprite does not have a rect transform, just a normal one. i added a rect transform to the prefab and now it works, thanks!
"cellObject" instantiates in a weird position and setting its position or localPosition to the desired one puts it in a different position then...
I have a rectTransform that has a Content Size Fitter and a Vertical Layout Group. Its height shows as 0 in Start(). Then in Update() it switches...
yes, as ive said : vertical layout group
It says "cannon modify the return value of RectTransform.rect because it is not a variable" also, it doesn't make sense for me to modify the...
When debugging rectTransform.height during Start() it changes from the correct value to 0 to some lower value then back to the correct value in...
You can use Vector3.Lerp which interpolates between 2 Vector3 using a third argument which is Time.deltaTime * lookSpeed makes it slowly...
I see, so either I handle the singletons in pure code or find other means of referencing stuff from other scripts. Also, I'll look into Datasacks....
Sorry, but I'm rather new to coding in Unity and I can't make any sense of the Datasacks workflow. It turns out that FindObjectOfType doesn't...
I don't think that would work since in BaseGeneralUI I have serialized fields that reference text objects.
[ATTACH] The function is in scene 0. "Data" is static. Everything in block A is from scene 1 which was not previously loaded. The "i" in red...
My code goes something like this: Script 1 (in scene 1): public void Button() { SceneManager.LoadScene(scene 2); - scene 2 hasn't been...
I have a function that assigns objects to fields in a static class eg. gameObject = GameObject.Find("GameObject"); It only works when the object...
I apologize for my stupidity, I used "+" instead of "," , passing the GetFiles function a wrong argument. This didn't cause a pre-compile error as...
Now the error shows up at the line containing string myString = Directory.GetFiles(Application.persistentDataPath + "*.gamesave");
The issue persists after a reboot.