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@DiegoDePalacio Both solutions presented in that forum thread use "Screen Space - Camera" and not "Screen Space - Overlay". Am I correct in my...
Recently I've been trying to add shaders to my UI elements to snazz things up a bit. However, it seems that anytime I add a material with a...
Thanks, that worked! I'm unfamiliar with using the package manager but it seems like a nifty tool.
alternate title: I did the thing I knew I would regret and here I am. Was using version 5.6.1f1 and updated to 2019.3.12f1. All 142 compiler...
Ah okay. Yeah I'm completely new to using shaders so I'm still trying to get it figured out. I'll try looking for something specifically for 2D...
Sorry for the late response Here is the code of the shader I'm using: Shader "Tutorial/01_Basic" { Properties{...
Hi all, I'm trying to add a blur effect to sprite images using a custom shader. I've followed this tutorial:...
Hi guys, I was thinking about the way I've coded the player's health bar to update when taking damage. The way I have it set up is the Player...
Hi all, I have a project where lots of 2D enemies are going to be dying. I'd like to keep their corpses around for as long as possible, maybe...
Ah, silly mistake. Thanks.
I'm confused, can someone explain to me why my two variables "offsetMin0" and "offsetMax0" are changing their values to zero after Awake()?...
When I select EDIT --> PROJECT SETTINGS --> INPUT the Input Manager is displayed in the Inspector window. I was wondering if there's a way to...
Thank you, yes I also asked this question on reddit and this is what I decided I would do from now on.
I've been ignoring sprite sheets when importing sprites to my Unity project as I'm working on it. This is because when I have a sprite sheet and...
Okay, I'll move it to update, but I'm not sure what I would do next. At that point I would just have assigned a variable with the distance to...
Hi all, I'm trying to create functionality that will find a "selected object" within a game so that I can add effects to that object. There's no...
Wait, no, false celebration. The parent is rotating, not the child. That's why I didn't see it in the inspector. Why is the parent rotating?
Thanks! It's working now. I'm kind of curious to know why the values in the inspector aren't changing, though.
When I use the line of code you provided I get an error CS1612: "Cannot modify the return value of 'Transform.rotation' because it is not a...
Probably better to provide an example using Euler Angles: Vector3 rotatex; void Awake() { rotatex =...