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Also ran into a new issue. Although my GOList now includes disabled objects, this code: foreach(GameObject go ingoList){...
Yep changing that line to ObjectIdentifier[] objectsIdentifiers = GetComponentsInChildren<ObjectIdentifier>(true); makes it work. This should be...
That is on purpose. I am basically serializing one object (called 'pub') that has my entire game world in it, including the heroes and equipment...
I'm sure the ID's are saved: after serializing I can see in the inspector that all the GameObjects (my 'temporary' heroes in this example) have an...
I think I understand, and I was able to fix the problem with the sprites. However I realized I also use in several places arrays of GameObjects,...
Hi Cherno, great to read you are still improving the serializehelper! Although I dread the moment when I might update to your latest version, as I...
While my 2d array contains GameObjects, which do get deserialized: they appear in the scene after loading. But the relationship to the parent (all...
Yeah that was a very silly question, sorry :p Currently I'm trying to work out if I can serialize 2d arrays of gameobjects in a script component...
Ok I'm sure I might figure this out myself at some point, but what does it take for GameObjects to get added to the prefabDictionary? I'm using...
Thanks for the quick reply. I don't have an education in programming so I'm learning as I go ;) So do I understand this correctly: I didn't...
@Cherno Hey, thanks for sharing this piece of technology. I was dreading having to write my own serializing system and (re-)designing my entire...
Thanks. Indeed I decided to re-write my scripts and pass around references to the script component and use .myInt when I want to affect the value....
I posted this in the 'answers' section as well, but my questions there seem to go un-answered so I hope it's ok to duplicate it here: I just want...