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Your character is teleporting because the calculation you're applying does not take the concept of time into account. What you need is to...
Have you tried ceneManager.LoadScene(0); But agreeing with Kurt.. Name is better than index.
Came here wondering what 23k views was about to find a necro :(
movement.y = jumpHeight; Sets the amount to jump very high initially. You're asking Unity to set the jump height to an arbitrary value and then...
Write working code now.... Optimize later.
GameManager.instance.currentGold+=100
(Please excuse my poor reading skills, I did not see that you mentioned sqrmag test results in your post.) Have you tried using the less expensive...
It depends on your controller. A non-physics way might be to Vector3.Slerp the motion vector towards the forward vector. So instead of rotating...
There's two way I can see to skin this cat. #1 Compare this click time to last few click times to calculate the difference in time between...
I've made a basic example scene with a dog who eats food when hungry. It contains a tree, a dog, some cat food object and some dog food objects....
As this thread seems popular, at least view wise, there might be. I'll see what I can dig up.
Have you tried updating your start function to set time=0?
This reminds me of a British museum path finding algorithm I wrote long ago. It was terribly inefficient at large scale but was reliable....
I can find no specific error in the script themselves. They seem to work as intended when I ran them in a scene. Is it possible you've not...
There's a unity concept call box / area triggers that will give you notifications when something enters or leaves the box as defined by your area....
Perhaps you might highlight the error or unexpected behavior you're experiencing in your application. When someone says to me "My code is...
Generally if it works it's good to go but for your own interest you might check out using a particle system to simulate asteroids that might save...
You would use a loop. The way you're using legsMat takes an array of objects and turns it into a single reference. You're doing this by using an...
Comparing floats for equality is going to nearly always end in failure especially when you have a frame dependent calculation (Time.deltaTime) and...
By anchor colliders I meant the specific points on your model where you're going to do something if a user were to click on that point. In the...