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Anyone have any clue how to start this?
How do you keep track of exact measurement points of movement in Unity world space? For instance, just to move my camera, and work with my mouse,...
anything, I dont understand how to factor mousePosition.x or y since they both give you screen coordinates and all camera movement is done in...
Or atleast have a simple heirchy of view, so I can maximize certain critical editor windows such as scene view, is there ana sset that adds a...
Any suggestions?
You're right, I could append all my system gameobjects in a master list or array and then sort each object in the list to test its personal "Name"...
Not a bad idea at all, in fact thats one of the things I tested to do, but the thing is I was hoping to understand why it wouldn't still return...
Scratching my head on this one, it complains that about nulls when trying to GameObject.Find("DeactivatedOnStartGameObject") And, sure, it makes...
Oh ok, thanks alot.
I'm gonna get this since the only way I can undersrtand is by using it. I am not much of a 3D dev, do you have any recommendations on what 3D...
Wait, BC, it has a list to append motors to bones in the list? So every bone automatically gets a motor disabled? And, I guess its my job to...
Hello, your product is very interesting, and I am primarily a 2D dev. But I had a couple of possibly annoying questions on its maximum preformance...
Wait, so I should make a copy of each kind of prefab, but loaded into the scene as default, and also disabled. And then, how do I clone this with...
"Pay to own option In addition, we will be offering pay to own Pro products for customers who want to keep their version of Unity at the end of...
Hello, OP, I'm not so good with math, and its taken me months to finally begin to understand the unity way of managing my game, and just as I...
Ah, thank you both. I did not realize the list was a wrapper for an array. That explains it. But it does resize dynamically, however, I think I...
which is faster? I have multi-part gameobjects (because renderable elements require their own transform/gameobject) and because of this, per...
aahhh ok, that does make more sense, so Unity, just prefab all your working game components ahead of time, including UI menus/scripts, and no worries?
ah I got it now, thank you. So the Surface is where the "destruction work" takes place, per PixelSurface layer ( I'll take a look at the docs...
wait, so how does 3d meshes work, one mesh per gameObject? so theres one whole class per rendered sprite? GameObject gameObj_ObjectMain = new...