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hi, I've been trying to learn node canvas but the website is inaccessible to me, I'm getting a "this site can't be reached"......
Hi. In my character I have duplicated the bones structure. One is for IK, the other for FK. I use IK on the arms of the character and I'd like the...
Your materializer asset looks quite interesting, I'd love to try it if your offer is still on.
It looks like a great tool but it seems to not handle drag and drop to add new audio files, I think adding drag and drop would be much faster than...
there's a good example here : https://msdn.microsoft.com/en-us/library/system.runtime.serialization.formatters.binary.binaryformatter(v=vs.110).aspx
Have you checked binary serialization. This can save pretty much anything you want, not just variables that can be written as plain text.
Hi, I have a simple ScriptableObject containing 2 variables, an integer and a queue<int>. I have saved the ScriptableObject as an asset file in...
A lot of features you are describing are either already in the current NGUi version or is part of my todo list for the future. For now of course...
This is what I'm currently working on. Outside of health issues, the reason it's taking me quite a while to make it is because I'm using this...
thanks. That's quite a clever trick.
Hi. When I start dragging from a UI GameObject, I need to deactivate that GameObject. I found out that doing so stop the event too so I need to...
After further testing I noticed that once you close unity and reopen it, the prefab lose the connection to the items anyway so I wrote a new...
Hi, I've been looking into this problem and it seems it is a limitation of scriptableObject as they need to be saved to disc to be serialized. One...
You are right, the clickEventFallThrough.cs script contain the logic which decide where the item will appear in the world. Also if you select the...
you're welcome. I enjoy helping and it help promoting the asset too.
You'll have to modify the code slightly to get which item was removed then. edit the delegate like this : public delegate void...
In the CharSetupStatsAndEquipment look at the Equip method. This is where the delegate is being called from. You could add another delegate there...
Currently the delegate doesn't differentiate between equipping and unequipping items. I am looking at the code to see if it's currently possible...
You're welcome
Just add the new variable at the top of the NextGear_DB_BaseEquipmentItem class like any other class fields. In my example, I added the line :...