1. Change the GameObject's Alpha From the Inspector Though this method won't help you during runtime, the easiest way to fade an object in and out is to do it via the Inspector. We'll start with 2D objects. Once you have created a new 2D sprite, you can access its Sprite Renderer...
Not every GameObject is going to stick around forever. Discover how to both produce and demolish those extraneous sprites here.
Rigidbody components are used when you want to give your objects physics. You add them manually in the inspector by adding the rigidbody component to a gameobject and reference them in scripts by either assigning a public Rigidbody variable or by calling GetComponent<Rigidbody>() from the gameo...
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There's also a 2D array named tiles which will be used to store the tiles in the board. An encapsulated bool IsShifting is also provided; this will tell the game when a match is found and the board is re-filling. The Start() method sets the singleton with reference of the BoardManage...
When to use an interface in Unity (instead of something else) How to make a state machine in Unity (using interfaces) So, what exactly is an interface in Unity? What are interfaces in Unity? An interface in Unity is a type of script that defines functionality. ...
Learn how to optimize your game's performance by testing against hardware platform memory limitations with the profile memory usage tool in your Unity project.
Steps to find a Null Reference (nullref) error: In the console, double-click the error to figure out where it is in your code. The error text shows the file name, the line and possibly the character. The lower part of the console may also have the stack trace leading here. What is...
译:如果AssetReference指向寻址资产的资产子对象,Unity会在构建时将整个对象构建到AssetBundle中。如果AssetReference指向直接引用子对象的寻址对象(如GameObject、ScriptableObject或Scene),Unity仅将子对象作为隐式依赖项构建到AssetBundle中。 Asset and AssetBundle dependencies ...
using UnityEngine; using System.Collections; public class DrawPhysicsLine : MonoBehaviour { private LineRenderer line; // Reference to LineRenderer private Vector3 mousePos; private Vector3 startPos; // Start position of line private Vector3 endPos; // End position of line void Update () ...