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I have followed the instructions for creating a simple SerializableDictionary - but no matter what I do, clicking on the "+" icon in the inspector to add a new key or value does absolutely nothing. t…
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```
public class NewBehaviourScript : MonoBehaviour
{
[SerializeField] private GameObject MyField;
// QuickFix to generate this on MyField
void OnValidate()
…
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**Description:** If you have a pooled goober (gob type 10) and you use the SAI action 41 to despawn it, the pool will respawn an other gob instantly ignoring the respawn time from gameobject table or…
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GameObject.cpp still has reference to game member although it does not exist
game->GetRenderer()->Render( s.str() );
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(putting it here so that there is a single place I can refer to).
![kLnBEyUg](https://github.com/user-attachments/assets/3943e00e-37d8-4e5b-9cc1-91b3c76b80c4)
This is what the final location car…
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The current implementation can cause a lot of redundant web requests when you got a lot of mods checking for risky worlds and also a lot of mods dont check for the risky gameobject. It would be much b…
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# Assignment 2 To-Do List
## Start
- [x] The ‘Street Environment’ scene should be automatically loaded at the start. You can edit the original model if necessary.
## GameObject Inspector
- […
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#### Functionality
- We need to change our approach to how we deal with telling units where to go.
- Ideally the `IOHandler` should be able to click on an object, e.g. loot or an enemy and determine…
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```
What steps will reproduce the problem?
Make a GO follow a path with uneven distance from one waypoint to the other.
What is the expected output? What do you see instead?
That the gameobjects spee…
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### Describe the bug
In the attached video, you can see a couple different things happen when I shift-drag a GameObject.
When duplicating a freshly created GameObject that has a component (in this c…