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I believe these recordings are from a box collider. Fwiw, I don't think the collider would affect the amount of penetration. Should just be a...
Hey, a reply! Yayyyy :D. Yeah, I can totally try reducing the timestep. That will obviously result in smaller distances traveled per physics...
Hey all, Just posting to let mods know that the "media" link when creating a post still links to Gfycat, which was shutdown on Sept 1. Might be...
Hey all, I'm pretty seasoned in Unity but I have yet to try and use the physics system as a core game mechanic & in doing so I might be driving...
Dead thread rez time :D. Just posting to let everyone know that if you're using the Unity built-ins for ClosestPoint, the collider can't be a...
I've actually done the exact same thing in a recent experiment. It's quite fun and interesting, good work!
@mgear: Actually, I've read that article quite often. Not sure if you've explored that guy's website but it's brilliant. Amit is clearly the...
Great gameplay and awesome graphics. And yeah, there are so many apps getting noticed can be tough.
Hello everyone! It's been awhile since I posted something here (although my unseen presence hasn't wavered). Today I bring to you the start of...
Awesome game. First game posted on these forums that I actually spent a bit of time on. Beautiful graphics and the gameplay feels great.
You do realize that forum users aren't going to just write the script for you right? You have to learn and figure some things out on your own....
Need a bit more information bud. Lol. Is there an error? Are you sure it isn't instantiating and you just can't see it? Note, I just...
mapPiece is declared as a Rigidbody array, so you must access the array locations. Try: Instantiate (mapPiece[Random.Range(0, mapPiece.length)],...
Is the second one in a loop? Like in the update? If so, if subweapon1 finally isn't playing at the end of the frame, at the beginning it will play...
transform.Translate(transform.TransformDirection(Vector3.forward));
Well, if you are using a material with a color property, then it's transform.renderer.material.color = Color.red;
Check their positions maybe. Sounds to me like they aren't actually collided then, and since you're working in 2d they could be at different...
No worries :). We all go through that initial learning process, just glad I could help! :D
All you need to do is manually place the camera as a child of the GameObject with the FPSWalker attached, then set the camera to the proper...
Not sure why you're creating the spirit G/O when it collides with things by using OnTriggerEnter? But anyways, this is what you need. //Also up...