A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
I agree with OP. All of the code I'm looking at starts off by assuming I want to use your new input system. The honest truth is that I don't....
For anybody wondering, this actually almost sorta works: void OnEnable() { AppDomain.CurrentDomain.DomainUnload += OnDomainUnload; } void...
Is there any callback to an EditorWindow script for when the actual Unity editor is closing? All I want to do is save some assets using a custom...
Ohhh both of your answers sort of work. I did not know about the inspector trick. Pretty neat, but kind of a pain. I would love to use a custom...
Hi everybody, I have this pretty annoying issue. Context (you can skip this if you want; precise problem described below): I'm putting...
EDIT: Unity version 4.2.1f4 Context (skip down for explicit instructions to recreate): I'm using a CharacterController to move the player avatar...
Hi there everybody, I'm putting together an editor utility, and I've run into a bit of a problem. Basically....I have a set of classes using...
I changed your code so that instead of using ScriptableObject.CreateInstance<Derived>(), it simply called the constructor: _myBase = new...
Ohhh PHP has dynamically typed variables, so the variable will just change type based on what you assign to it. C# is statically typed, so a...
Oh, if he's facing exactly the wrong direction, then you can just reverse the direction vector by taking transf.position - Transform.position instead.
Nope. Only if whatever literal value you're assigning can't be converted to a float. For example, if you say float myFloat = 1, then the 1 is...
So you want to make the fleeing guy face away from the guy he's fleeing from? Well, the direction you want to face is the vector from the...
Time.deltaTime is the amount of time that has passed since the last frame. Delta (in mathematics) means "a change in," so deltaTime is the "change...
Try removing this part of your code: if(isGrounded == false) { JumpAir = true; } if(isGrounded == true) { JumpAir =...
Well....no...or maybe. You definitely need some sort of script on the buttons if you're using OnMouseDown. Otherwise, there won't be any way to...
foreach (Transform theMuzzlePos in muzzlePositions) { Instantiate(myProjectile, theMuzzlePos.position, theMuzzlePos.rotation);...
Hi there, We're having some trouble managing resources, so I wrote a Visual Studio T4 script that generates a static class containing constant...