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If you put the wrong vector into the "onNormal" parameter then yeah you would get what you've described but if you swap which vectors to put into...
its called the ObjectPreview (base class name) its a collapsible panel that only appears during play mode and only for objects that have an Editor...
well likely because your Plot class is not declaring that its using the IDropHandler interface. so the event system is saying there's no...
Vector3 Point_B = Vector3.Project(Vector_CD,Vector_CA) + Point_C;
The animator's events works on a "messaging system" so its just gonna send a call to anyone that could listen, basically to any and all components...
Your "consistent" case happens when you try to zip the mouse into and release the button on the same frame. for a brief moment Update runs to put...
on the image component there is a "preserve aspect" option that will preserve the aspect ratio of which ever sprite is added. It should fix the...
its because NavMeshAgent derives from UnityEnine.Object. and that class has an implicit bool operator when the object is used in a boolean...
If the complier is complaining that the class you are writing is not an attribute when you were not expecting it to be then its very likely you've...
Specifically, your telling Projectile to be the one to run the coroutine FROM the projectile. its not running on the enemy script. Your use of...
I think he means from exiting play mode to get into editor mode
Just have a "loading" scene: A scene that's mostly empty (except for some loading UI to show the player). if you want the scene to be invisible...
Try also debug logging the instance ID. you could be having a case where its being destroyed and another copy is instantly instantiated to replace...
Why not instead of making your unity actions components, just make them scriptable objects? your CharacterMoveList would have a list of...
Just the other day I replied to another thread....
Exactly I'm pretty sure they are stripped for builds so the they are never loaded, much less JIT'd. In Editor however... well still never JIT'd...
transform.position is the position of the gameobject the current script is running on. You are moving the script's gameobject 5 times. You are...
The Button class uses EventSystem's interfaces to handle input event callbacks. It inherits from the Selectible class which handles the basic...
You were confusing what "hit.point" is. Its just telling you the world coordinate where the impact happened, its not the local offset from your...
While its not the primary point of the thread, I feel its important to point out that you can avoid all this string GC by using char arrays and...