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Maybe have hidden weapons use a material that colours them black, and then when they become unlocked, swap to the regular material.
transform.rotation = Quaternion.LookRotation(-rotatedVector);
Open the package manager and update all out of date packages that your project uses, including preview packages as well.
Clamping rotations using euler angles can be a pain in the backside, since euler angles use absolute values. Negative values and values greater...
Is the scene lightmapped? If so, then you have to check the Generate Lightmap UVs box in the imports settings for the model.
Could you be more specific? Are you saying that OnMouseDrag doesn't do anything? Or are you saying that you're having trouble with clamping the...
Ah, your ship is using physics to move. I also get this jittering when I have a camera that follows a rigidbody.
Judging from the two videos, the problem doesn't seem to be with the camera, but with the ship. Post the code that moves the ship.
Try using Vector3.Lerp instead of Slerp.
Also try putting your camera movement code inside LateUpdate instead of Update.
I don't see any reason why Parse and TryParse shouldn't work. e.g.
float f = float.Parse(myInputField.text);
Is there a way to get the terrain detail meshes to be oriented with the surface of the terrain? I'm painting some rocks on a terrain and by...
Also remember to turn off v-sync in the quality settings
Yup, same thing in 2017.1.0f3, except the build took 1 1/2 hrs.
Make sure the camera's Viewport Rect is set to (0,0,1,1)
Debug.DrawLine() draws a line from point A to point B. Your call to DrawLine is using the x,y,z components of myOject.forward as real the world...
Try choosing enabled.
Turn off convex on the the mesh collider of the track. Having this on replaces the track's original collider with a regenerated one that encloses...
Put this immediately before the ControllableObject class:[System.Serializable]
Sorry, not a clue. I've always found those rotation figures to be confusing, (e.g. whether they're in local or global space), but never enough to...
Don't populate the OnClick() event in the inspector for the buttons. Instead, add an Event Trigger component for each button, and for each event...