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Big new version out!
-- Added 'Box' type under 'Shapes' for 3D and 2D. NOTE: Requires Unity 5.3 or higher.
-- Reduced memory...
Yeah you should be able to get this effect. You will need to give the ship a initial velocity to get it to orbit, and set the...
Just started the next big cgf version, Unity 5.3 is really opening up some good possibilities... stay tuned ;)
Hey Ascensi, there is an option to stick to non-rigidbody, there is an checkbox named 'Stick To Non Rigidbodys' try that and see if that works....
3.21f1 is currently live containing the fix for the NaN error =) you should be good to go
Version 2.00b1 is up!
If you import the newest Unity's "Standard Assets" here https://www.assetstore.unity3d.com/en/#!/content/32351 there should be two...
Also here is a code fix if you cant wait for the patch
Replace the Case Statement starting at line 599 in the CircularGravity2D.cs:
So after looking it over, looks like you found a pretty good bug. Looks like when using CircularGravity2D.cs with a rigidbody2D, Collider2D, and...
Thanks for the message, I'll try and take a look tonight and I'll get back with you.
Now that Unity 5.3 is out, I should have some good stuff coming soon... So keep an eye out ;)
Ok so after some messing around, here is what I've learned. Doing this is totally be possible! The challenging part for you is going to be getting...
Hmmm, give me a little time tonight and I'll try playing with it =) never really tried playing with the third person controller in the scene.
Yeah you should be able to rig up some characters pretty easily using my stuff with some raycast CGF shapes. The easiest way would be...
Version 3.10 is currently live, here is the release notes:
-- Re-Masked Inspector GUI for CircularGravity.cs and CircularGravity2D.cs, looks...
That's kind of my bad, the apply force method shouldn't be exposed and should be private, you might get some weird behavior if you...
@resurgamstudios is showcasing #circulargravityforce at #Unite15 #boston! Be sure to drop by and say hi! :cool: