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I'm looking into writing a custom input manager in order to allow the player to change buttons / axes in a screen at runtime, since I understand...
> It's no more tedious filling out fields in a list in the editor as it is filling out the fields on the object, it's exactly the same. Usually I...
> Maybe you could add a script after instantiation, or keep a list of fields that you want to change and use that list to change the fields....
I've been working on implementing an object pooling system for my game. Getting newly instantiated objects to work through the system is fairly...
I finally decided to use Tiled + Tiled2Unity. It has worked fairly well, though it is a little inconvenient maintaining both tiled files for my...
I received an email about a Remote Code Execution flaw in the Editor, discussed at https://unity3d.com/security. I looked at what versions of...
I've been using Tiled2Unity and have found that in the latest version of this software and with the latest version of Unity, I tend to end up with...
Sorry for my slow response. It took me a couple tries to figure out what I was doing wrong. The issue was that I needed to spawn my projectiles...
It seemed to end up jittering back and forth between animation states when I used setTrigger, not holding to the animation state set in the code....
I set a child transform's Position.x and Position.y values for each keyframe in the animation keyframe editor in Unity. When I change the...
I've been changing 2D animations from scripts by using the Animator class's setInteger method and having a condition set for each animation...
Some 2D game developers will do their graphics as vector art (Inkscape is a program that does this well with the SVG format) and then export them...
I have a class I use that keeps track of input and also tracks when buttons are held and released. This class allows me to make it so that if I...
For Physics2D.BoxCast (http://docs.unity3d.com/ScriptReference/Physics2D.BoxCast.html), there were a couple items I was not sure on. The...
I don't have a smart phone yet, so I can only do laptop benchmarks right now.
How fast do they fire bullets? I already have enemies using line casts for line of sight and multiple collision boxes (currently...
I currently have the laser as a separate projectile object; a player owned class can set data for it, but the laser manages its building state,...
Which would be more costly -- using continuous detection for each fast moving projectile or using ray/line casting for each in order to find the...
Yes, I should be clearer. A more proper statement would be that for the laser chunk building system, when the player jumps, the position of his...
While looking into the problem described at http://forum.unity3d.com/threads/making-fast-projectiles-not-penetrate-walls.425896 I decided to try...