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Almost perfect timing!:) I had just figured this out right as you posted your reply...
How can I get the values from GetPlayerRangeAsync? Edit: I found it after even more experimentation, and it goes as thus. The...
The state controller looks fine at a glance, but I would need to see what variables are in the state controller and how they are applied to your...
Moving objects in a UI canvas is completely different from moving GameObjects in a scene. UI objects use a Rect Transform (designed for being able...
I apologize. After re-evaluating your question, I think I found the problem and fixed it. Here is your updated code: void Update() {...
I am aware. The tutorial directs you to make the first simple objects yourself, so I needed to know if you made any variations from the tutorial....
Have you tried changing the material? It would be helpful to know the properties of your object.
Here's a possible solution: bool canMove = false; float moveDelay = 2f; Move SelectMove(Move[] possible_moves) { Invoke("MoveDelay",...
To save a value to be accessed across all scenes, you can use PlayerPrefs. (although I recommend upgrading to something more secure later on) Here...
There shouldn't be any issues with the camera, but if you're feeling paranoid you can always just change the tag of the GameObject with your...
Looks like you don't have a code editor installed. You could edit your script using a plain text editor, but it will not be fun. I recommend...
Just wanted to add to this after some tinkering, all the possible values to get from GetPlayerScoreAsync are: .PlayerId .PlayerName .Rank .Score...
That worked perfectly, thank you! I can't believe it was that simple.
I have been setting up leaderboards according to the documentation, but I hit a roadblock. I cannot figure out a way to get any actual leaderboard...
The best course of action would be to submit a feature request in this thread to increase the limit.
I'm happy I could help. Just be careful to remove this for actual distribution of your game if you are running it every time your game...
The most likely issue is that the players are all using the same authentication ID (aka account). I know there is some code to go around this...
Is there an estimated date for when this will move into open beta? This announcement was honestly exciting enough for me to make my first...