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Apr
15
awarded  Editor
Apr
15
revised Would I need to delete unused assets from my Unity packaged build?
Add wording to clarify question. Assuming the primary concern is build size.
Apr
15
comment Procedural Generation, Game Updates, & Butterfly Effect
If you built the generation rules, then is there a way for you to reverse the generation? I.E., given a game state, can you revert this to a seed? If that's possible with your data, instead of linking the player to a different game version, you could provide an update utility which generates a world from a seed with the older system, then uses the generated state to produce a seed for the new generator. You may have to warn your players of a wait for conversion though.
Apr
15
comment How to prevent players from getting lost during the onboarding phase of an RPG?
It's quite subjective: who is your target audience, and what is the learning style primarily associated with members of that demographic? E.g. I find instructions in dialog clunky and annoying but for people who primarily learn socially, this works really well.
Apr
15
suggested approved edit on Would I need to delete unused assets from my Unity packaged build?
Apr
15
awarded  Commentator
Apr
15
comment Roatating a Game Object downward
Are you using rigidbodies?
Apr
15
comment Unity Editor windows went black
You have dual graphics, I'm not currently aware of how AMD implement this but you should try setting it so that Unity only uses the 'high performance' graphics. There's probably a driver utility to let you do this. Essentially, try forcing Unity not to use the Intel graphics. I've had a few problems with the editor having graphical glitches and corruption and forcing use of a dedicated GPU normally clears them up.
Mar
22
comment Emoji in InputField. Not accepting unicode character input
My best stab is that the font used to render those UI elements does not include those Unicode characters
Mar
5
comment Can unity playerprefs fail to save, and if they do how can I check?
I'm unsure what you mean, it's not asynchronous so if the method returns, saving has finished.
Mar
5
comment Can unity playerprefs fail to save, and if they do how can I check?
My best idea on that is construct an environment where the default storage location of PlayerPrefs is unwritable, then try saving. Might not be so easy depending on platform.
Mar
5
comment Can unity playerprefs fail to save, and if they do how can I check?
I'd also suggest that in absence of documentation for it, we can assume that PlayerPrefs.Save() will throw an exception if something goes wrong, but I can't test that right now.
Mar
5
comment Can unity playerprefs fail to save, and if they do how can I check?
It seems that, at least currently, PlayerPrefsException is only thrown in Web Player builds when the preference file exceeds the allotted 1MB size: docs.unity3d.com/ScriptReference/PlayerPrefsException.html
Jul
3
answered Gravity not being applied to character, using character controller
Jul
3
comment Gravity not being applied to character, using character controller
From the way your script looks, gravity is applied regardless of the state of controller.isGrounded
Jun
30
answered Where does Unity save the editor window layouts?
Jun
30
awarded  Supporter
Jun
19
comment How could I get composite rigid body into unity
You could then change the trigger back to a collider, or replace it if you need a more complex shape. This isn't incredibly efficient, you could have a rigidbody attached but disabled and (depending on Unity version) call rigidbody.SetActive(true) when the trigger fires.
May
25
answered How do I have a player also be a server? [Unity 2d]
May
25
answered How could I get composite rigid body into unity