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... you might not want to use a script for the previous UI system these days... OnGUI was replaced in game with the Canvas based approach a while...
... and you've debug.log the ResourceManager.LevelName ... ? (the function you're complaining isn't being called is in the scope of an if based on...
I think you meant to take a reference to the spawned object in line 31, then destroy that referenced object, not the spawn point on line 36....
OnTriggerStay as a starter for 10, more will need a view of what you've got at the moment
show us your script https://forum.unity.com/threads/using-code-tags-properly.143875/
you don't, that is an example of how to use the code, not a complete list of the only way you can use the code
by the looks of it you are attempting to destroy the prefab, not the instance of the prefab in the scene. You can get a reference to the instance...
https://unity3d.com/learn/tutorials/s/roll-ball-tutorial covers the basic "run into something to collect" then add in a check for the correct...
https://answers.unity.com/questions/787179/can-i-sell-an-asset-which-contains-other-free-asse.html might help
you might want to look into the Queue collection http://www.tutorialsteacher.com/csharp/csharp-queue waypoints would just be Vector3 points, or...
DontDestroyOnLoad stops the gameobject the script is attached to being cleaned away during the scene change from 1 to 2. It doesn't tell the...
you're doing integer division then casting the result. you need to do a cast before the division ie (float) 2 / 5 cast the top (or bottom) so the...
movetowards is like lerp, its just a math function that returns a value, it doen't "move" anything unless you apply the result somehow.
or it's nothing to do with fps and your just running into a problem with those fixed values in the script not applying to resolutions other than...
http://jceipek.com/Olin-Coding-Tutorials/pathing.html
what are you trying to achieve with all this?
other than line 18 in the first script being unnecessary (res is already a resource type), and checking the cap every frame is a little excessive...
You're missing the concept of "references" i.e. look up the thing once, store a reference to it, then use the reference when you want to access...
for c# there is no "." in GetComponent.<Camera> () should just be GetComponent<Camera> ()...
https://forum.unity.com/threads/ghost-replay-function.521824/#post-3424658