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Is there a built-in way to "snap" the drawn positions of sprites to a certain level of granularity to get a true retro/pixel-art look at any...
Is there any way to put together FSMs in code at runtime?
finding and manipulating GameObjects based on their names or position in the transform hierarchy is generally discouraged, as explained here (a...
i have to disagree with this. don't be afraid of the language you don't know or feel like you can only know one, because they're functionally very...
As shown in the videos below, the environment in Animal Crossing: Wild World and Final Fantasy: Four Heroes of Light seems to bend as it recedes...
if you get an object from the pool when it is empty, it will automatically generate and send you a new object. the pool keeps no reference of...
wow, sorry, just add the word "public" to the beginning of the line "interface IPool<T> {" or c+p the edited version in the first post and that...
well, i got my hack good enough that i'm happy with it, although it will only work if you can get away with using [ExecuteInEditMode]. here it is,...
i agree, it's pointlessly finicky.
When you try to add a Collider to a GameObject that already has one, Unity won't let you. Is there any way to put the same restrictions on a...
alright, sounds good. thank you.
is it considered adequate to issue a debug.log warning and return null so that any subsequent nullrefexceptions show up in the user's code rather...
I have a method that returns a monobehaviour from a dictionary. However, if either the monobehaviour or gameobject that possesses it no longer...
thanks for the heads up. it takes a little more work to get the behavior right for all cases, the following code seems to be working great: string...
i haven't written any javascript/unityscript in a while and haven't tested this but it should work. var height : float; //use this to set in...
i thought about making it inherently a singleton, but that seemed too inflexible. creating a static dictionary<string, IPool> in another class...
GameObject childToBe = Instantiate(prefabOrSomething) as GameObject; childToBe.transform.parent = theParentGameObject.transform;
I've written a generic object pooling class that should be able to pool instances of any class that inherits from UnityEngine.Object without...
bump?
When you create an asset in the Project tab, the default/built-in assets are created inside whatever folder is selected or was last selected in...