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- Unity: Conflict between new InputSystem and old EventSystem
You probably tried to import a new input system package for multiple input devices compatibility These type of errors are due to conflict between old and new input system packages and are probably resolved in latest updates To resolve this issue, Go to Edit -> Project Settings -> Player ->Under Other Settings under Configuration is the option Active Input Handling Select Both Unity will
- unity game engine - Accessing a variable from another script C# - Stack . . .
You first need to get the script component of the variable, and if they're in different game objects, you'll need to pass the Game Object as a reference in the inspector For example, I have scriptA cs in GameObject A and scriptB cs in GameObject B: scriptA cs make sure its type is public so you can access it later on public bool X = false; scriptB cs public GameObject a; you will need
- Unity - how to make material double sided - Stack Overflow
Search for the issue gives a number of solutions, but they don't work for some reason in mine Unity3D 5 4 Like camera inside a sphere I do not see cull and or sides in material in Unity editor
- c# - Scale GameObject in Unity - Stack Overflow
How can I increase decrease the size of objects in Unity? Example: public GameObject sprite; public float scale = 2 0f; void ScaleResolution() { sprite = sprite*scale; epic string! }
- How to make the script wait sleep in a simple way in unity
In Unity when exiting Play mode and returning to Edit mode you can make use of EditorApplication playModeStateChanged specifically PlayModeStateChange EnteredEditMode and or PlayModeStateChange ExitingPlayMode at which point you can Cancel your tasks I plonk all this in my class EditorWatcher
- what is the difference between Update FixedUpdate in Unity?
From the forum: Update runs once per frame FixedUpdate can run once, zero, or several times per frame, depending on how many physics frames per second are set in the time settings, and how fast slow the framerate is Also refer to the answer given by duck in the same forum for a detailed explanation of the difference between the two It's for this reason that FixedUpdate should be used when
- Unity UI button not reacting to clicks or hovering
29 I'm using Unity 3D's new UI system to build a pause menu for my game Currently I'm trying to have my buttons respond to mouse clicks Some of my hierarchy is as follows: When I click on one of my buttons in-game nothing happens, this includes a lack of button animation that should occur when hovering
- c# - Unity 2d jumping script - Stack Overflow
Does anyone have a good jumping script for 2d games in unity? The code I have works but still is far from jumping, it looks like it is flying using UnityEngine; using System Collections; public
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