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thats where Particle collisions come in. with Sub particles. having the shader that is responsible for said concept
so i simply want a Particle that when it hits a surface of anything. it will leave behind a decal that correctly applies to the surface it hits....
i am currently seeking a way to create a decal shader that can apply to any surface. using particles. can someone help me out? i am a complete...
just use Unity's own Collab its better then Gitlab and others. cause it automaticly handles errors, and merges, and its super easy to use. no need...
you should never use GetComponent in a update loop unless it is required and there is no other way to effectively store the reference. it's far...
not only that your code is not multithreaded where it can be. fyi multithreading is possible in unity it just doesnt allow any other threads to...
well ye. i would say using to many is problematic in the sense of readability. Switch statements exist for the purpose of making it far more...
no i mean threading. basicly a thread allows you to handle more things at once. but just remember threads in unity are not thread safe if they are...
well the way i would do it is to have a struct that contains the enemy object and a float value for a timer. simply said when a enemy dies it goes...
GetComponent is on the Object that the script exist on.. aka if u want to use GetComponent like that Score needs to be on the object your calling...
no one actually talked about static methods or varibles here. its generally a bad idea to have global access to something.
Godot barely supports it.
i dont get how u heard unity allows python barely any games exist in that language. nor should you use python to make games. its slow and quite...
never use static lists... its a bad idea. what you're trying to do is to get a component on nothing. unless Bullet exist on the object that the...
quite sure your doing something unity dont want you to. aka use copyrighted content. i would recommend you stop working on it immediately
simply speaking i dont know how you have it structred yet. however assuming every City has its own instance which i assume it does. they each...
i would create a Struct to hold the resource information. its lightweight and faster then a class to access.
a Dictonary wont allow him to have multiple stacks and also its slower by default
i love it
no that wont work to get folders. and also i found a different solution.