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My project is moving out of the prototype phase, and I’m trying to define a solid architecture for my game. It’s similar in concept to Backpack Battles, Super Auto Pets, or The Bazaar: players fight ...
Klaas's user avatar
  • 129
0 votes
1 answer
37 views

I'm asking because there are 2 distinct possibilities as to how RaycastHit2D.fraction works when the hit value is returned via a Physics2D.CircleCast that begins with the centre of the CircleCast ...
Memorie's user avatar
  • 11
Best practices
1 vote
3 replies
31 views

I'm specifically using Physics2D raycasts and I want to check for this in order to prevent multiple collisions occurring around the same surface (as the raycast hit point overshoots slightly due to ...
Memorie's user avatar
  • 11
1 vote
1 answer
48 views

I'm new to Unity and trying to make a character that can move, jump, etc. However, the jump isn't quite working correctly. The player can move and look around perfectly fine but the jump mechanic ...
the jsto's user avatar
1 vote
2 answers
70 views

When using UnityEngine.Profiling, we can sample parts of our code in order to understand how much time and space they take up whilst running, like so: using UnityEngine.Profiling; public class ...
Robin's user avatar
  • 563
Advice
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0 replies
51 views

I previously used MSFT' Holographic Remoting with Hololens 2 as I needed the resources of PC for my Unity application. I am now developing a different application in Unity for Magic Leap 2. I was ...
Lucas Hoof's user avatar
0 votes
1 answer
81 views

What I am trying to do I need to perform implicit and explicit type casts at runtime (using Reflection) for basic types and other types that may exist in the code (known at compile time), including ...
E. Zacarias's user avatar
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0 answers
55 views

I am building a VR web app on Unity and using the WebGL platform with the WebXR export. I am not doing much special at the moment except using the WebGLTemplate HTML file to request an XR session when ...
Samson Afolabi's user avatar
0 votes
1 answer
114 views

I'm exploring Addressables and have encountered a problem. The code shown here correctly unloads resources (the profiler shows the number of handlers is zero and the status is none): [SerializeField] ...
Mariya's user avatar
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0 votes
0 answers
66 views

I'm having trouble understanding how the "IPointer" (IPointerDownHandler, IPointerMoveHandler, IPointerUpHandler, IPointerClickHandler) interfaces are supposed to work with the New Input ...
Jay's user avatar
  • 3,026
-2 votes
0 answers
49 views

I have been testing the LeanTween but it not working as expected for me. I'm trying to make a bounce effect on an UI element but its not working: LeanTween.scale(_myGameObject, new Vector3(1f, 1f, 1f),...
user3800924's user avatar
1 vote
1 answer
99 views

I'm learning Unity to know how to avoid dependencies. I have these two classes, one that generates an event: public class ClickController : MonoBehaviour { public static event Action<...
VansFannel's user avatar
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-1 votes
0 answers
116 views

Note: Someone in the first iteration of this question said that CheckForMagicPoint() is being called every frame, but it is not, as checkingForMagicPoints is only set to true when someone is using the ...
4D-PASTA's user avatar
Best practices
1 vote
2 replies
129 views

I have a bunch of background systems that do various things. I.e: UnitManager : holds all the information regarding all the player units in the game SaveSystem: self-explanatory UnitActionSystem: ...
Nameugone's user avatar
0 votes
1 answer
98 views

I'm trying to create a First Person Shooter (FPS) game on Unity. I'm currently facing animation + sound effect (sfx) problems as they are not getting synced. The shooting sound effect is getting ...
Maan's user avatar
  • 1

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