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I have to agree with Ben. You can do things in Update but once you start having to manage many different objects changing simultaneously it is much nicer to do it with CoRoutines. Having said that, it took me several iterations and seeing good examples in the Unity demos to feel like I understood them properly. For now, go with what makes the most sense. ...


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Please take note that the question was unclear and changed meaning 3 times, hence the 3 answers in one How can I verify that a given size is a multiple of another? This is a very good case to use the Modulo operator. Let's say you have a texture tex with size (width, height). Now you want to render the texture with size (drawWidth, drawHeight) on the ...


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Yes, you are stuck with needing a child object for each individual sprite that makes up your characters. It's not as tricky as it sounds though. You can create one generic "Humanoid Character" prefab with child objects like "Body", "Helmet", "Weapon", etc. You can then use this prefab for both PC and NPCs. Layers Pay attention to Sprites layering. Almost ...


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I would read this and this for some helpful tips. The short answer is no, but Unity has some very convenient and efficient tools to handle scaling images. So ideally you should choose the highest resolution you wish to support, and let the engine scale it from there. I'm not 100% on this, but I think I read somewhere that when you build the project for ...



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