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That was exactly the issue–I forgot to update the reference variable names in the shader blackboard. Thank you for the help!!
Hello all, I have a script that Instantiates a GameObject with a material attached to a shader. Then, it duplicates the material so that the...
Thank you, Kurt! You helped me identify the problem. It was rendering the map from bottom to top, and as a result, hy + 1 never existed.
Hello, I am trying to find a hex within a chunk. The query is structured like this: //within a loop through each hex Chunk.Hex thisAboveHex =...
I solved it! public Image negativeFill; public Slider slider; private float maxNegativeLeft; public void UpdateSize() {...
Hello! The Slider UI has a Fill option, which represents the positive space filled. How can I make the exact same Fill, but for negative space...
Update: I have Debug.Logged every single Destroy() function in the game, and nothing has returned any output after the last update of the bot....
Hi Kurt! Thank you for your response. I have checked for something that calls Destroy in any of my scripts, and I Debug.Logged the only thing...
Hello! For some reason, my AI players are being Instantiated as programmed, but are thereafter being destroyed after Update is called twice....
Thank you for the reply! I appreciate it, but I figured it out! Just in case this helps anyone, my Instantiate was not declared as a variable,...
Hello! I'm making a script that looks through each ambience layer/tilemap in a grid (you can see in the inspector), checks if there's an active...
You saved me, it was me naming the GameObject "TorchAmb" rather than "TorchesAmb" that got me :) Thanks so much for the help! And yeah, the...
Hey there! Thanks for the help. This has helped me identify the problem. I uploaded a picture of the output, and here's the code that produced...
private List<AudioSource> ambienceSources = new List<AudioSource> { }; if(GameObject.Find(ambienceName + "Amb").GetComponent<AudioSource>()) {...
I cannot believe I missed something that obvious!! All that code, and it was just an inspector error. Thanks so much, you're a life saver :)
Still having this issue, does anyone know any reason .Play() wouldn't work?
Just bumping this post. Again, any help is appreciated. Thanks!
Hey there! This is a simple problem to understand, so don't be intimidated by all the text below; it's just me going deep into detail to avoid...
Just realized, it was a script affecting it. Thank you!
Hey there! I have two prefabs that have the PlayOnAwake option enabled, and neither make any noise. This is strange because an identical prefab...