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Unity is a cross-platform game creation system that focuses on easy art pipeline process. It consists of a game engine and an integrated development environment. The game engine's scripting is built on Mono.

1 vote
1 answer
1k views

InvalidOperationException when peeking from a stack within custom editor

How does Unity instantiate MonoBehaviors when applying a custom inspector? …
artganify's user avatar
  • 469
2 votes
1 answer
3k views

Game states & passing data between scenes

I'm not entirely sure if I'm doing this right, but I always considered the scene system in Unity as some sort of state management (rather than e.g. a level system) which allows to group the contents (entities … Now I have a very specific concern and I have no clue how to deal with that in Unity, mostly because of it's abstractions from code and other restrictions: My game features a procedurally generate terrain …
artganify's user avatar
  • 469
5 votes
3 answers
3k views

How to make a PROPER main menu (or any other UI windows/modals) in Unity?

So, I'm currently learning both about Unity for the first time as well as the 'new' 2D UI system, but I'm having a hard time figuring out how to make windows, modals/dialogs, main menus etc. which are … I cannot use it for something else I don't use the new Unity UI system, which makes me wonder what's the purpose of it I got to reference all involed game objects (the canvases, buttons etc.) in script …
artganify's user avatar
  • 469
12 votes
2 answers
21k views

How to await async operations / coroutines?

I'm looking for a generic / reusable way to wait for coroutines and asynchronous operations to finish in Unity 5, similiar to C#5's await keyword. …
artganify's user avatar
  • 469
1 vote
1 answer
6k views

Transform components in ECS

Many game engines I've seen which are based on an Entity Component System. It has some kind of a Transform Component as a necessary component attached to all of their entities. While this does seem to …
artganify's user avatar
  • 469