A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Hey, I tried the 2nd solution but it doesn't appear to work. Nothing has changed from the standard particle shaders when I used this shader....
I think it's like Vergil said:
"You should never parent rigidbody to another rigidbody. It will lead to unexpected behaviour."
@yant any news regarding this feature being implemented for 3D?
Bump, still looking to know this :)
To apply drag, for example:
private Vector3 ApplyDrag(Vector3 _velocity, float _drag)
I would like to reproduce the click of this "Open Prefab" button with a C# script.
Any idea how I can achieve that?
@Rene-Damm Can you fix the InputControlScheme.FindControlSchemeForDevice method of the new input system?
It works now.
The reason was that I can't move the Amplify Shader Editor folder in another location anymore. It has to be on the root for your...
I try now.
Just bought and downloaded the Stochastic Sampling for Amplify Shader Editor and it says the node is not valid in Amplify. What's the problem?...
There can only be 1 rigidbody per parent hierarchy.
In my tests, I saw that OnTriggerEnter doesn't get called on the children of that rigidbody....
A gameObject with a rigidbody can implement the OnTriggerEnter methods etc... however a rigidbody can have multiple triggers. I would like to know...
OnTriggerEnter provides the trigger you enter, but does not provide which trigger is entered.
How to know which trigger is entered? (As cheap as...
I would like to make this script work with multiple objects.
It sets the expulseAmount on multiple objects correctly, however it doesn't call the...
I would like to recreate the friction Unity uses with its physics materials.
I've searched in the documentation and the forums but I can't seem...
How can I access the default physic material by code?
Hehe thanks guys and great job @karl_jones @richardkettlewell.
Always nice to see feedback is taken into account!
For some reason, my brain decided to imagine those were all different methods :D
Adding an error works fine then. And by keeping it in a single...
I see. Then in my opinion, in the case of ParticleSystemTriggerEventType.Outside:
there's no need to add the overloaded method outing a...