I need help creating mouse-centered zooming
I’ve been trying to make a system in my 2D unity game where you can zoom in and out by scrolling, and it should center that zoom around the cursor, like zooming in on a web browser. With the way the game is set up, I can’t alter the camera in any way so I’m attempting to do this mouse-centered zoom by positioning and scaling the transform that this script is attatched to (the camera is directly facing this GameObject). I have the scaling part down, but I’ve been trying to get the positioning to work for days and it just won’t work properly. Here is my code.
Unity Vector2.Lerp “t” doesn’t work as expected, it’s to quickly
I can not get the position of the object takes 20 seconds to change from point A to B, because it moves faster than it should, but the message “Ready” does take 20 seconds to appear as it should.
How to toggle “Flip Green Channel” value of a Texture 2D component through C#?
I am importing a Texture 2D component in my Player Controller script. I would like to know how I can change the value of the imported Texture 2D inside Player Controller.
How to toggle “Flip Green Channel” value of a Texture 2D component through C#?
I am importing a Texture 2D component in my Player Controller script. I would like to know how I can change the value of the imported Texture 2D inside Player Controller.
Unity new input system generating multiple events
I’ve just started learning Unity’s not-so-new input system. When pressing a button (which causes a UI element to appear and disappear), I’m receiving multiple button press events, which is causing the UI element to flicker (active / inactive) while the user presses the key (for example for a few microseconds). I have been attempting to find a solution that would cause just a single event to be fired regardless of how long the user holds down the key / clicks a button – for example when the key is initially pressed or is released. I have experimented with the Input System Interactions (notably Press: “Release Only” and Tap) but without success – I still get the flickering. I have also been reading about the .WasPerformedThisFrame
method, but I can’t figure out how to use it.
Unity new input system generating multiple events
I’ve just started learning Unity’s not-so-new input system. When pressing a button (which causes a UI element to appear and disappear), I’m receiving multiple button press events, which is causing the UI element to flicker (active / inactive) while the user presses the key (for example for a few microseconds). I have been attempting to find a solution that would cause just a single event to be fired regardless of how long the user holds down the key / clicks a button – for example when the key is initially pressed or is released. I have experimented with the Input System Interactions (notably Press: “Release Only” and Tap) but without success – I still get the flickering. I have also been reading about the .WasPerformedThisFrame
method, but I can’t figure out how to use it.
Unity new input system generating multiple events
I’ve just started learning Unity’s not-so-new input system. When pressing a button (which causes a UI element to appear and disappear), I’m receiving multiple button press events, which is causing the UI element to flicker (active / inactive) while the user presses the key (for example for a few microseconds). I have been attempting to find a solution that would cause just a single event to be fired regardless of how long the user holds down the key / clicks a button – for example when the key is initially pressed or is released. I have experimented with the Input System Interactions (notably Press: “Release Only” and Tap) but without success – I still get the flickering. I have also been reading about the .WasPerformedThisFrame
method, but I can’t figure out how to use it.
Unity new input system generating multiple events
I’ve just started learning Unity’s not-so-new input system. When pressing a button (which causes a UI element to appear and disappear), I’m receiving multiple button press events, which is causing the UI element to flicker (active / inactive) while the user presses the key (for example for a few microseconds). I have been attempting to find a solution that would cause just a single event to be fired regardless of how long the user holds down the key / clicks a button – for example when the key is initially pressed or is released. I have experimented with the Input System Interactions (notably Press: “Release Only” and Tap) but without success – I still get the flickering. I have also been reading about the .WasPerformedThisFrame
method, but I can’t figure out how to use it.
Unity new input system generating multiple events
I’ve just started learning Unity’s not-so-new input system. When pressing a button (which causes a UI element to appear and disappear), I’m receiving multiple button press events, which is causing the UI element to flicker (active / inactive) while the user presses the key (for example for a few microseconds). I have been attempting to find a solution that would cause just a single event to be fired regardless of how long the user holds down the key / clicks a button – for example when the key is initially pressed or is released. I have experimented with the Input System Interactions (notably Press: “Release Only” and Tap) but without success – I still get the flickering. I have also been reading about the .WasPerformedThisFrame
method, but I can’t figure out how to use it.
Is there a way to fill scriptable object field with a child class?
I am making a space invaders-like project, and I want to be able to assign movement patterns to all the enemies, bullets etc in the form of scripts.