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i'm working through the Gem Miner tutorial, and i think the assets used in the tutorial are a different version now than from when the tutorial...
I'm not sure what tool the sprites in this tutorial were made with, but probably a good starting point for pixel art sprites would be with...
This is because the GameManager class that uses this is meant to be a static class - meaning there will only be one instance of it. If...
I'm making a turn-based game where the player moves, then the enemy moves, then there's a short pause before the player can move again. I...
Ok so it's threading it in a sense. I will try your suggestions - and KelsoMRK's tonight. Thanks. I was trying to implement a GameManager object...
Hi, I'm trying to implement a turn-based movement for the player on a square grid, and add a slight pause after it's turn, so it's not just a...
I had this problem as well, as did a few others in this thread. This is what i did to fix: Remove the InitGame(); line from the Awake() method of...
do ALL your walls and food objects have the layer set to BlockingLayer? You said the exit works, but the player just walks over the food and...
In MovingObject.cs what do you have in your AttemptMove <T> () method? Also what do you have in your Player.cs script for OnCantMove<T>() method?...
I may not be explaining this properly, as I'm just learning it too, but I think the move code moves it one "Unity" game unit, up, down, left, or...
thanks for both your responses. This is helpful. I agree and think this is the best approach, but having not tried it yet, i couldn't help think...
Hi JoeStrout, Apologies for rooting this old post up, I've recently been researching the best approach for grid movement, and your suggestion...
Thanks drunkenoodle. Yes i could see how that might work. You would need to revise some of the move logic in MovingObjects.cs: Currently Move()...
This is a great tutorial BTW! :)
It looks like this occurs in the GameManager.cs script in the MoveEnemies() function. It's mentioned in this video at 3:50...
Does anyone know why the player's time between moves gets longer with each enemy added? By level 4 you can really see the difference. I tested...
I had a similar problem while trying to rebuild the Roguelike 2D sample project/lesson from scratch, and this seemed to fix my issue. Thks!
To your 2nd bug fix: i had the same issue - with InitGame() is getting called twice, as you say. I went with your "solution 1" option to fix...