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Personally I find separating things into prefabs often beneficial even when they're only used once. For example, when multiple people are working...
You're using symmetry to mean something completely different than it means, which is confusing. A better term for what you're in favor of is...
And generally, if your reference got messed up by a merge error, you want things to fail, as early as possible.* It's infinitely better catching...
I guess I'd prefer the second of these, but honestly I'd prefer neither. In almost every case, it would be better to have a field on the root...
A property's the better option in this case, as it means Health will always be a valid value, and avoids a lot of potential errors. The...
Much of it is good advice, although it should be considered as advice rather than rules to blindly follow. I have mixed feelings on Dependency...
Another way to do this, and one that's a lot more convenient for being able to use different orderings at different times, is to use LINQ. For...
OOP doesn't inherently create more garbage, it's just easy to do so if you're not watching out for it. I've found no need to "avoid OOP" -...
You can do this by making a wrapper class that has its own x/y/z properties, but I'm not sure I'd recommend it - it adds more overhead, and may be...
GameObject.Find is the wrong tool here - that's for finding an object that already exists in the scene. What you want is Instantiate, and that...
For anyone searching for this in future, I was able to find a solution, but it's not a nice one. 1) TMPro_FontAssetCreatorWindow has all the code...
This has led to some code which seems nonsensical if you don't know about that quirk: return result == null ? null : result; Yep - a lot of...
I'd be interested in an answer to this one as well. TMPro_FontAssetCreatorWindow does all the necessary steps, but many of the methods it uses...
My explanation was a bit unclear - I didn't mean the async keyword, just the general concept of the method occurring over a span of time instead...
That's a fluent interface. Look up the term for more information, but the basic gist is that you create a builder object that accumulates the...
Is uiObject pointing to the same GameObject that ShowUI is on (or a parent)? You won't receive OnTriggerEnter/Exit events (or other events) while...
You can achieve similar results by using extension methods. For example: public static class SpellEffectListExtensions { public void...
Are you sure you want to be using a struct for this? If you have an instance that multiple jobs have access to, that sounds like it should be a...
A custom inspector would be another approach. Manual: https://docs.unity3d.com/Manual/editor-CustomEditors.html Tutorial:...
What'd be more clear on the configuration side, IMO, is to associate the id and asset reference. You could also separate the audio service from...