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My game has objects that contain variables. I need to be able to save all these variables out to XML and then load them back in. I'm not going to...
I can't use lists or arrays. I'm trying to build a custom save/load system. It has be generic. I have many different objects that have custom...
I get a Null Object Reference error when using reflection. Do I need to including anything to make reflection work?
Does anyone have complete examples of how to do binary serialization? I've done a lot of research and I find fragments of code that never show the...
I possibly could, but I still want a way to access variables via string.
I remember doing this before but I forget how. I basically need to access an object's variable by using a string. Like, enemyScript."varName" = 123;
I'm using C#. I have an object called, Enemy, that has variables named var1, var2, var3. I want to initialize these variables from an XML file...
I'm trying to design a save/load system that saves the state of my game. This is a robust system, so PlayerPrefs won't do. I'm coding in C# for...
Will that work with iOS?
Yeah, that seems like the way to go. Thanks. It's not hard to imagine simulation games where saving the state of a projectile is critical to the...
Seriously? I'm the first one that bumped heads with this problem? How do you guys create save/load systems?
Odd. Is that behavior specific to character controllers? Or you mean the normals are messed up at the poles of a sphere? Cubes may not have this...
Why's that? You can align an object to the normals of a mesh regardless of it's Y position. You'll want to Raycast every frame, and Raycast to and...
You can Raycast from the head to the center of the cube and find the surface normal. Then simply align the head to this normal. Navigating a cube...
I need advice on how to implement a robust save/load system. I'm not talking about simply saving a few variables. I'm talking about saving the...
Does that mean that Unity 3.4 will resolve this issue?
Jesus, must it really be this hard to apply a diffuse shader and have it work on iPad 2? This issue really needs looking into.
If I set the ground plane to Transparent >> Diffuse the results are even stranger. Many of the objects on top of the plane are rendered...
Where do you guys download the Unity 3.4 RC? Is it publicly available?
Can someone link the Alpha Blend shader that addresses this issue?