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Hi guys, I'm working on a mixed reality application and therefore am using 3 vive controllers - one of which is strapped to a stand motionless....
Hi guys, Upgraded from 5.5 to to 5.6.1 yesterday. All went fairly smoothly, however, ever since the upgrade, both the editor and builds of my...
Hi Jrusso17, Firstly, please use code tags as they increase the readability of your code on the forums:...
Hi guys, Ran into a bit of a problem when creating a build of my game. Playing through the editor and through a development build is completely...
Thank you for your reply. I've already started on a custom config file using XML as I feel like I have more control over it but PlayerPrefs are...
Hi guys, I'm struggling on how to change the main texture of a material from within a build of my game and for it to persist through scene...
Hi reindeer-games, As you've probably heard, Unity are removing their 'ParticleEmitter' codebase and being replaced by ParticleSystem. As you've...
This works! Thank you for the quick response!
Hi guys, I'm having an issue where the Aquas water seems to be rendering on top of all my sprite images when my camera is in certain positions. I...
I'm getting this too, ever since upgrading to 5.4 and updating the SteamVR plugin to the latest versions.. It also seems to be completely random...
Hi all, I've recently upgraded to 5.4 and ever since the upgrade, the SteamVR CameraRig prefab changes its hierarchy on play. The prefab is as...
Could you elaborate please? I've never had any experience with custom image effects (still relatively new to Unity).
Hi all, Throughout the past few weeks, I've felt the need to have some sort of screen fade when transitioning either between scenes or between...
No, unfortunately not. For any collision event to occur between two colliders, one of them must have a Rigidbody.
They're definitely not in the following location? [CameraRig] Controller (left) Model Controller (right) Model
At least one of the objects you intend to collide must have a non-kinematic rigidbody attached to them for the collision to be registered....
The only things I can think of are: - Ensure 'Is Trigger' is unchecked on both colliders. - Ensure atleast one of the colliders also have a...
Is the 'Is Trigger' checkbox unchecked on both colliders?
Some more information will be helpful - can you screenshot the inspector with your RigidBodyFPSController selected and ensure the tabs aren't...
Yes, sorry. LittlePsychoRain is correct. Transform.forward returns a Vector3, not a Quaternion. So ensure that your bullet spawn point has its...