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Sorry to bother you again, but just out of curiosity, how did you design your system? Specifically how you went about attaching the data to the...
Aaah I see, thanks so much for sharing that, and I'm sure a lot of people can benefit. This is certainly the most solid thing I've found thus far...
aaah ok, that does make more sense. So if I'm following correctly, would the below be a more accurate representation? interface IItemRecord...
aaah ok, Thank you so much. So if I were to do something similar in Unity, would the following be a correct representation? class ItemRecord :...
Oooh ok, so if I understand correctly, then what is in your inventory is a list of Item Instances with their associated amounts.
I've never played Skyrim, but I'm curious to know how they dealt with instance-specific data. Like if you have an item, used it for some time, and...
oooh, very good points, I think Ryan mentions in his talk about resetting the values to their initial values OnDestroy. One thing with the...
So when it comes to using ScriptableObjects as a means of data storage, I've seen two quite different sets of mind. The first believes they should...
Guess I'm a bit confused. The Player input code is also completely isolated from the enemy AI code here. The idea in this game is that both player...
Oh ok, interesting. Would you mind clarifying how that would be different from what we're doing here? Thank you.
I guess I could use a composition based approach where I have IGunCharacter and IThrowCharacter, GunCharacter would implement IGunCharacter and...
Ah thanks for the reply, good points. The only thing is I need to access the gun controller and grenade controller individually rather than as...
Hey, your suggestions have greatly helped me. I have a question, if the enemies can only equip one of the weapons, for example you have a grenade...
It would seem the way you had it would be the most proper as you'd only have the controller component in one place which is on the Player and then...
A bit confused as to why both the player and enemy are inheriting from ActionCharacter, maybe my description was not clear. The enemy and player...
Thanks for the reply, it provided a lot of clarity. A question regarding InputUser, I have other weapons as well, for example a Grenade which...
This is the base class for Shooters, for example in the game there's a gun shooter aswell as a MusicShooter for a violin that shoots notes....
Thanks!, you're right!
aaaah thanks!!! that's just perfect!
Unity can't serialize StoreItem<EntityT> storeItem in the editor because it doesn't support the serialization of generics in this case, so I'm...