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Update 2021-09-27 added a check, if the player isSliding but is not actually moving (stopped by an object), then cancel isSliding (override...
Big Update : Fixed the initial fall gravity bug. isSlipping calculation was missing a Time.deltaTime factor. Added smoothing to speed when...
Thanks! That's due to using a spherecast rather than the cc collider. Some cases might need tweaking of the sphereCastDistance and raycastLength....
Makes sense, I shall take your advice, and expose everything for the user. And wow, thank you for linking to this thread, made my day to hear!...
That's interesting, thanks. Only having one monitor, I never experienced this behaviour. I shall do some tests for different widescreen aspects...
I was unable to replicate the problem. I tried a different mouse (Logitech M185 1k DPI) and increased the mouseSensitivity to 350, and it worked...
Thank you so much for testing and helping Kurt, I found the problem, your feedback about the breakpoint cast starting at 0,0,0 is what clued me...
Thanks, hopefully we can get it working properly for you. I'm not sure about the stationary sliding, this should only happen on slopes that are...
[MEDIA] Gist Link After some interest in an old post here , I spent the weekend frankensteining snippets of code to make a single script FPCC...
As stated, please give more info in future like error messages, what you have tried, etc. That code is actually unityJavaScript (uJS), and is...
Please post code as text, not image: https://forum.unity3d.com/threads/using-code-tags-properly.143875/ Check your Input Manager settings :...
When in doubt, Debug ! Debug.Log( gameObject.name + " has collided with " hit.collider.gameObject.name ); Debug.Log( hit.collider.gameObject.name...
Some interesting articles by CatLikeCoding : http://catlikecoding.com/unity/tutorials/octahedron-sphere/...
Here's something I put together back when the new assets were Unity 4.6 beta. Not sure how much the controller changed in 5, but the principles...
Bueller .... Bueller .... Bueller ....
Not really, considering all the new dependencies Unity itself uses (e.g. UnityEngine UI and SceneManager)
a couple more to check out : https://gamedevelopment.tutsplus.com/tutorials/bake-your-own-3d-dungeons-with-procedural-recipes--gamedev-14360...
Beginning of the function CalculatePoints : //where _num is the desired output of points and _precision is how good we want matching to be...
Heh, I didn't want to be that jerk today, so thank you :D
OK, solved it. The problem was dividing integers by integers was giving truncated results. //var newPoint : Vector3 =...