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So I tried this...and it doesn't work. I created a dummy class that had references to the basic animations that every character in my game will...
Isn't that the main difference between an Overlap and a *cast? *casts do not kickback anything that it starts inside (or inside it), while...
Hey! Some of us LIKE staring at code. I always felt that the only thing Unity really took out was the rendering and basic functionality. Don't...
Thanks a lot for the help.
When defining the List<Type>, should I assign members as "typeof(whatever)"? So, public List<Type> LearnedAbilites;...
Thanks for the info and help. I'm gonna have to look up Serialization, I've never really needed it before. If you have a good source of...
I'm making character classes, in which it learns Y number of abilities, but can only use X. (Y is always greater than X). They can be switched...
No, it wasn't really directly related to Unity, however Unity has so many built in things that I never know what useful thing I'm missing due to...
I have probably a weird question here, that's probably impossible but if not I would love to make use of it. I have a scenario in my project in...
Are you sure your player's Collider properly has the tag of "Player" (including the capital P)? Might be better off checking for the...
Everything is in a grid-like formation however the parameters of the grid is not set, ever. The word grid was used because it was the best way to...
I was wondering if someone could help me out with a problem. I'm not really sure where to begin in implementing it, so this is more of a question...
Hrm...that's a good idea. I think I will check out this solution. Thanks a lot for the suggestion.
I'm currently in a debacle in regards to Turn Management in my game, and was wondering if anyone had a good suggestion in regards to scripting...
I don't think I need the waypoint map, as it's mostly a two-dimensional plane that the generation is done in. Would I be able to make the grid...
Hrm...I may grab this in the near future. I'm working on a roguelike, so almost everything will be done with procedural generation. It seems...
Is there any way to prevent texture tearing? Maybe on the shader level or something? Context: I've been building a random dungeon generator....
Hello. I posted this on Unity Answers, however the person who responded (Jamora) suggested I should post this on the forums instead as it would...