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This is part of the problem That is in world space, You need to convert the forward vector from local to world to get a forward vector. You...
When you instantiate stuff it creates it as "Name"(clone) in the hierarchy. transform is a shortcut in GameObject that returns the component...
Also since your debugLogs are the same you could use the OR . if(minTime > maxTime) //stuff if(minSpeed > maxSpeed) //stuff to if(minTime >...
Slash1 = Instantiate(Slash1, transform.position, transform.rotation) as Transform; This is Instantiating a gameobject (Slash1) and overwriting...
For angled lines do raytracing on a grid. Heres one article about it http://playtechs.blogspot.com/2007/03/raytracing-on-grid.html then you...
Raycast mask is mistaken for distance. Can only use the mask if the distance if filled in. C# Ignores Mask: LayerMask mask = 1 << 12; Ray...
Add another print("raycast hit somthing"); before you test the tag to see if its the raycast that is the issue or the tag check. Other then that...
Destroy is removing the gameObject before it has a chance to play the animation....
You could save the transform.position every X amount of time then figure out the movement speed by the distance traveled over that time and then...
This may be that your speed is higher then the distance to the target thus it overshoots on a frame and if its turnspeed is not fast enoth it will...
Best way to rid of the moonwalking is to place this in your animation script //Not tested code just typed off the top of my head. float modifier...
Someone does not watch mythbusters ;p
Look at Invoke for delayed function calls. http://unity3d.com/support/documentation/ScriptReference/MonoBehaviour.Invoke.html
yield return 0; yields untill the next frame. Also can use yield return null; Does it really matter if they run simultaneously? As it all gets...
Its been done before and they know what to expect. "Tribal" is a bit vague. Also you get a very nice balancing effect with 3 factions that does...
You could try something like this: Just thinking here this is not actual code. //This would yield while all tasks are working then continue down...
Personaly I would put it in a function that gets called when the player joins the game and is finished loading the level. Somewhat wastefull in...
Update is not called exactly the same time each time it varys on your framerate. one frame may take 10ms next frame may take 25ms Need to use...
Its talked about in the link I posted. It just saves any commands sent over the network and delivers them all at the same time step so that...
Correct me if im wrong but I think var minutes : int = guiTime / 60; Would turn it into a float not a int. At least anytime i use divide it...