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Thanks, I did look at the API. However I didn't make the connection to the more generic Joint2D, just looked at the DistanceJoint2D. In hindsight...
Is there a way to access force level on a DistanceJoint2D? I can see it's used on it's break limit but is I can't find some way to directly access...
Is it possible to access the vector points through code? I know right now it doesn't support importing animations right now, but I'm hoping it...
Already fixed the issue using 2 Wheel Joints. What I meant with rotation was to fix the rotation of the spring, not any of the objects it's...
Is there some way to fix a springjoint to an angle? I'm trying to make a basic pressure plate based on weight. Which I plan on using a...
@GliderGuy Thanks! That was pretty easy to implement, didn't went the shader route though but rather the "dynamic teleporting" as your link calls...
How can I make a looping 2D level? Similar to this: [MEDIA] Essentially the gameworld being a cilinder. The best I can come up with is to...
Yea, noticed it myself just now. Was rotated 90 degrees which made it look like a sphere emitter. I don't know why dragging it manually didn't...
How can you keep the particle system shape after instantiating it? My particle system should have a cone shape for emitting particles but when I...
Why is the buffer from the shadows not updating when another light is present? In this gif I have another light off screen nearby, if it's on this...
[IMG] I hope this helps explain what I'd like to do. Still haven't figured it out... Closest I have gotten is simply using the map as an source...
I got this magnification shader. The problem is I wanted to make a shader that will use texture to get magnification value, but I have no clue how...
[IMG] Definitely not a rounding error. Collision 30 times at the same spot, 15 times with a sphere the size of .3, the other 15 times with a size...
How do I get texturecoords from a physics collision? What I currently have works for big objects but fails nearly always with smaller objects and...
That makes sense, so if I understand your code properly basically recalculating an array of rings and to generate their location in a ring based...
Thanks! I think I figured most of it out. Though I still don't understand how to do multiple rings. (And I my alpha fading still has issues if you...
How can I make a shader that makes expanding circles that gradually fade away of time on a given UV location? I know some basic things about...
Currently working on a game shooting arcade game, something like Berserk, but want to have some AI avoid having Line of Sight with the player both...
Sadly I already do it in fixed update. I'm thinking of just forcing it and see if that helps, until maybe a more ideal solution presents itself....
If that's the case, how can I make it so they are the same?