In a bitesize: I have a KeyValuePair that I want to display and make editable in the Inspector.I have the following implementing class of my custom Key value pair.using UnityEngine; namespace Unit.Properties { public class ClassificationPropertySuperClass : MonoBehaviour, ICla...
Now we’re moving so fast that Unity has to wait to reach my target 120 FPS! Great! Notice how simple it was to figure this out. I made a simple mistake because when I wrote this, I was naive about Unity. But, if I started over-optimizing I could’ve created some complex algorithm...
Cocos2D is a great framework, but sometimes it’s handy to implement some of your game with UIKit. For example, it’s often useful to design your main menu, settings pages, and the like with UIKit and just use Cocos2D for your main game logic. You also m
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EDIT3: Now I can run it without errors (I have made small mistakes), but it isn't work for me. If I go to the "portal" with the character then nothing happens. What can be wrong? I have added the other "portal" in the inspector to the script....
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static void Load(UnityModManager.ModEntry modEntry) { // Something } // Send a response to the mod manager about the launch status, success or not. static bool Load(UnityModManager.ModEntry modEntry) { // Something return true; // If false the mod will show an error. ...
In this article, Lance Talbert demonstrates how to use scriptable objects in Unity for creating multiple, but similar, objects such as characters. Each character can inherit properties but also each can have their own settings.
Also, while you’re there, look for the “Tracking” value in the inspector and make sure it’snotselected—it’s checked by default. The tracking feature is useful if you want to move the camera, but otherwise it’s best left unchecked because it eats up a fair amount of resources. ...