Skip to main content
1 vote
2 answers
84 views

I have a class for lists called UniqueListWithActions<T> with the constructor method public UniqueListWithActions(List<T> _list) { list = _list; } list is declared as ...
Isaac Bargamian's user avatar
Best practices
0 votes
4 replies
107 views

I'm a self-taught beginner learning through trial and error. I'm working on a card game in Unity (C#), and I'm trying to design a clean and extensible system for validating targets during gameplay. ...
Parkhomovsky Oleksander's user avatar
1 vote
1 answer
124 views

For two days now, I've been having a rather strange problem. The MonoBehaviour class isn't recognized by VS Code, with the following error: Error while loading [...]: Exception thrown: System....
Alexander's user avatar
Best practices
0 votes
3 replies
68 views

I am using Firestore and Unity, I want to be able to serialize a Unity class, say Vector2Int so I write a Vector2IntConverter(FirestoreConverter<Vector2Int>). When I upload my DTO, say: [...
guilleatm's user avatar
-7 votes
0 answers
77 views

using UnityEngine; public class PlayerLocomotion : MonoBehaviour { PlayerManager playerManager; AnimatorManager animatorManager; InputManager inputManager; Vector3 ...
Michael's user avatar
0 votes
1 answer
72 views

I have tried for days to troubleshoot but only met with persisting Type Mismatch. I am working on a flappy bird game and i wanted to make the pipes go faster as the score increases so i made a [...
1fabian4's user avatar
0 votes
0 answers
74 views

I've implemented basic FPS recoil (code shown below) and currently, the player can counteract the recoil climb by pulling the mouse down, but when the recoil returns to zero, the player view is at a ...
IainChambers's user avatar
Advice
1 vote
1 replies
49 views

I'm fiddling around with a 2D side-scroll game using C# in Unity. Basically, I have a method that gets called when I hit an animation trigger on the animator and that method instantiates a GameObject (...
NobleRuckus's user avatar
0 votes
1 answer
82 views

====== cocoapods-1.16.2 Unity 6000.0.41f1 Firebase 13.4.0 OSX 15.5 ISSUES: Android: not building > Could not resolve all files for configuration ':launcher:debugRuntimeClasspath'. > Could ...
user3623413's user avatar
1 vote
0 answers
68 views

I'm creating a game for my nea and I have tried multiple times to make me as a user of the game to press on documents that my character presents, and to be able to interact with it. I have checked ...
Adelija Zaveckaja's user avatar
0 votes
0 answers
62 views

I recently started working on a Unity mobile game (Android). I upload my builds to Google Play Console for testing and share the test link with my testers. They can install the app from the Play Store ...
Hsy9's user avatar
  • 1
-6 votes
0 answers
69 views

I'm trying to check whether my understanding of how Unity distributes work across the CPU and GPU is correct. Below is the simplified model I'm working with: The CPU runs gameplay scripts, prepares ...
Nux's user avatar
  • 469
0 votes
1 answer
79 views

I'm trying to do a pause menu that opens when you press Esc but it isn't working, I don't know why. The pause menu object has been asigned to Pausemenu using UnityEngine; using UnityEngine....
boomerpool grediaga's user avatar
-1 votes
0 answers
53 views

Unity provides their PBR lighting function with UniversalFragmentPBR, and UniversalFragmentBlinnPhong, but for me, it doesn't seem to render the light. I have been following a couple of books on ...
LoneRanger17's user avatar
Best practices
1 vote
2 replies
51 views

I’d like to ask about best practices for using a finite state machine to handle different enemy behaviors. I already created a state machine for my basic enemies with the following behavior: ...
TryingToImprove's user avatar

15 30 50 per page