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I'm trying to setup a destructible gate for my enemies to break through using a NavMeshObstacle and Link. AutoTraverseOffMeshLinks is disabled on...
I'm trying to make a more dynamic level using lots of NavMeshObstacles and a NavMeshSurface to allow me to re-bake the NavMesh at runtime. However...
I have an enemy that wants to keep it's distance from the player so whenever they get too close, the enemy picks a position a set distance behind...
1. The line renderers' script uses Update() but it calculates all the coordinates of the arc within one frame with 0.2 intervals in place of time....
I'm trying to create a projectile that moves in an arc, along with an arcing line renderer to help aim it, they both use the same logic and the...
I figured it out, it was because of this line of code in the ArcLine script. Vector3 RotationPoint = Quaternion.AngleAxis(Angle,...
I'm trying to create a Boomerang projectile that follows a curve I created with a line renderer. I've gotten to the point where it mostly works,...
Hello I'm using a model of a Paladin from Mixamo that comes with a sword, shield and several animations using those props but I'm having...
Ah I see, thank you.
So I'm trying to write a script for my UI that changes the current weapon Image whenever a relevant event is called. using System; using...
Temporary name: Whip and Tear [MEDIA] I wanted to try a fresh take on Whips in games, one that demanded more precision and careful spacing like...
I think I figured it out. if (FallDestination != null && ZomAnimator.GetCurrentAnimatorStateInfo(0).IsName("PulledForward")) {...
Thanks for the suggestion, I implemented the point of peril which feeds the position of the bottom of the pit to any zombie that enters it's...
Hello, I'm not very experienced with unity and couldn't find anything that addressed my issue. I'm trying to make my enemies fall off ledges and...