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Awesome work! How about some detailed Moons in a future version of the Solar System Pack? Specifically a detailed Moon to go with the Earth ;-)
I'm guessing just rotation, because if you apply torque or force to move and object Unity seems to handle these high speed collision situations a...
Not really an F-Zero example but some hovercraft code I had laying around using 4 raycast at the corners used as hover thrusters. Then smoothing...
http://answers.unity3d.com/questions/545844/make-player-character-stick-to-the-level-mesh-and.html See my video and code at the bottom of that...
A couple of recent answer topics with pretty much the same thing. I've included some code snippits in these links that should get you started....
There are several ways to do this.. I suppose you could create a public array of Vector3 for the normals and use OnCollision in a script on each...
Here are some useful links.. http://unity3d.com/learn/tutorials/modules http://unity3d.com/learn/tutorials/projects...
You could use a Lerp or Slerp to smooth the raycast hit normal giving it a more natural feel. float rotSmooth = 5.0f; RaycastHit hit; if...
Did you attach the script to the Gun? Does the bullet prefab have a rigidbody? Did you associate the appropriate prefabs/objects with the public...
That's because Euler angles usually never go negative and you are checking for greater than zero. In 99.9% of the time you check EulerAngle it...
I guess it depends on the individual's ability to imagine themselves as the target character of the movie or game. Relative exposure to virtual...
Might help to put code in code blocks for readability on the forums. Also, I see a bunch of code but you have yet to describe what exactly is the...
What's the mass of the rigidbody? Did you change it from the default of 1? Maybe try using AddForce as apposed to AddRelativeForce.
I suppose I'll answer a ? with a ?.. Why is the character spinning?
Try using AddForce instead of AddRelativeForce. I may be wrong, but I think AddRelative is for objects that are already in motion and the force...
Check the "Is Trigger" flag of the prefab's collider then use the OnTriggerEnter and OnTriggerExit functions.
private GUITexture storedGUITexture; storedGUITexture = Instantiate (prefab, position, Quaternion.identity) as GUITexture; Make a place to...
Personally I would change.. if(Input.GetKeyDown("r")) { switchTarget = true; } to if(Input.GetKeyUp("r")) { switchTarget =...
Are you talking about Instantiate an object during runtime from a prefab? You could also put this tied to a button or timer or anywhere...
If you implemented your gravity on the player script and used a raycast to get the polygon orientation directly under the player and apply gravity...