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I see. Thank you for your advice. I need to think about how much effort i want to put into the tests. The game is still in prototype stage and i...
I am using the Unity Testframework with Moq for mocking purposes. I need to test a class 'A' that uses a method "GetListOfGameObjects()" of...
Thank you Gegoryl. It works! :)
Thank you for your quick reply. This makes sense. Thank you for clarification, i will try it out tomorrow with a fresh head.
I tried for days now but i can't get this problem solved... which sounds simple but somehow for me it isn't. I am making a 2D-Sidescroller that...
I think i have figured it out. It looks like a timing problem. The host is acting too fast which leads to OnGainedOwnership() is called too early...
I tried, but it still fails. Here, an excerpt from the hierarchy view of the inspector shows that the UIManager is active and present: [ATTACH]...
The host has prepared player-objects (spaceships) and manages the positioning and spawning of the objects before giving them to the players:...
Hi @Hosnkobf, thank you for your response. First to answer your questions: - The three elements are as big as they appear. They are nested in a...
Hi @Hosnkobf , i feel like i have a noob question, but i need to ask. I have just started with BetterUI and i am interested in the...
Thank you very much for your quick reply. That did the job. :) I have read the whole multiplayer-documentation but somehow missed the part about...
There is a MainMenu. When you press a button "New Game", a script will invoke NetworkManager.Singleton.StartHost(); [...]...
Thanks for your reply. I feel really stupid now. Guess i was just too tired to see the obvious....
My game has a LevelBoundary, which is basically an EdgeCollider that marks the playable area that a player can not leave. A GameMaster-object will...
Hey Kurt, thank you very much. Mentioning that Transform does not work with Physics-Engine is exactly the hint that i was looking for. I will try...
Hi, my Player-GameObject can move and shall not leave a certain area. Since the camera is also moving (Cinemachine), i tried a solution with...