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Got it working. Just needed to set the second bool when RMB was pressed, then check against it at the start (before the if check calling return)....
Doesn't seem to be executing the last check because of "!_rmbPressedOffUI". If I change it to "_rmbPressedOffUI == true" it goes back to acting as...
I want to call a method whenever I'm holding down RMB, and as long as I'm not hovering over UI. But I also want it so that if I'm holding down RMB...
Yeah "ScriptA" is an instance name for a reference to ScriptA.
Restarted Unity, no errors anymore. o_O
Yep. [ATTACH] [ATTACH]
I tried setting the second part to the enum itself. I get this error: `ThisEnum': cannot reference a type through an expression. Consider using...
Well right before the error it shows your "selectIndex" is -1 [ATTACH] So you're trying to access buildPreview array's index of "-1" which doesn't...
I have scriptA with the following: public enum ThisEnum { Item1, Item2, Item3 } public ThisEnum thisEnum; And I have two other...
Thank you so much!
It is justified right, but it's acting like it's not. Possibly because the content size fitter is always keeping the text area the width of the...
[ATTACH]
Still behaves the same. [ATTACH] [ATTACH]
Yes, but I don't know what values to use for the anchors, and the fitter settings.
I'm initializing a canvas GameObject, and I want it to have the same components and properties as my main canvas (only difference being the sort...
Okay got it working finally. In "OnMouseDown" if I'm within range of a dead enemy, it does its thing for creating the squares, then it runs...
Okay, so I've been looking at serialization for the past day, and I honestly can't figure it out so far. I know how to serialize data, it's just I...
Well I am instantiating them, but I am doing so through the list. And now that I actually tried changing the names of the scene objects as I'm...
I have a UI element with a lot of children, and some of those have their own children. The UI element's children (and therefore also the...
I'm using a GameObject list (List<GameObject>) to store objects, then reinsert them later. If I put a GameObject into a list while it has...