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Imagine that you have an event in a class and another class is subscribing to it:
```csharp
public class ClassA : MonoBehaviour
{
public event Action MyEvent;
}
public …
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[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.MonoBehaviour.StartCoroutine (System.Collections.IEnumerator routine) (at :IL_0014)
ShipWindows.Compatibility.CelestialTint+c.b_…
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I have a complex object, and I would like to refactor some parts of it to a separate class. Is it possible somehow to have the new class inherit the bindings from the original object?
Before:
```
…
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eg.
```
public class Demo : MonoBehaviour
{
ReactiveCollection RCInts;
// Start is called before the first frame update
void Start()
{
foreach(var elem in RCInts)
…
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I currently have a very basic SHMUP game running, and as stated in the title, sometimes when spawning new entities, the components from the old ones are still around which causes some very funky behav…
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This warning should be shown only for non-MonoBehaviour classes where users by mistake added `OnScriptHotReload` method
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If a `MonoBehaviour` or `ScriptableObject` has a custom editor defined, highlight and allow to quickly navigate.
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Is it possible to access a specific object inside an array when using the path memory way?
Exemple:
```
public class MyHandler : MonoBehaviour
{
public AnObject[] Objects;
}
public class A…
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Unity used to have this, but they removed it.
I suggest autogenerating authoring for trivial components. This would save a lot of work for ECS projects. For example:
```cs
// An example componen…
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Hello,
I've created a new project on Unity 5.3.4f1 personal and I've imported your 2 packages (plugin and demo). When I run the demo I have this error and the following trace :
DllNotFoundException:…