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Yup, use a virtual machine if you aren’t sure about the legitimacy of an email and you want to open the files linked.
There is a lock on the top right of the inspector next to the three dots, click that to prevent the inspector from losing focus.
I know this is rather off topic, but would you be able to tell me the name of the game?
To clarify, a melee attack is activating multiple times because it is hitting both the head and body collider?
Had this exact issue before. What I had done was assign a new physics material on the tiles on the far left and right and add 0 friction to the...
Please also use code tags! Using code tags properly - Unity Forum
What is the TakeDamage method doing? Can you post that?
Maybe so, I was just assuming based on OPs description (I know it isn’t teleporting instantly). But your theory is quite interesting, and might be...
I wouldn’t say it would be increasing, but it would be scaling with the players position. The maxDistance isn’t changing, but your clamping...
Please don’t necropost threads!
Is maxDistance consecutively updating with the players X Position? You can add the the Players X Position to the Max Distance your gameObject...
Yup, you are essentially teleporting your object, and it isn’t hitting the trigger. Good catch.
1) Is the Ground Layer selected in the inspector? Is the ground layer on your ground correspond to that in the inspector? 2) Use FixedUpdate for...
Post the new code so we can take a look :)
Where are you using the “spread” variable? You give it a random value, but you don’t apply it anywhere when you are instantiating the bullet.
You have the correct code. Put 2 different scripts on two of the children. You can use collision.CompareTag(); Check if A is colliding with B...
That wouldn’t be nessecary, because the child object should only be detecting collisions with other Child objects or the Player, it shouldn’t need...
I believe he meant that if two child objects collide with each other rather than a parent colliding with a child. EDIT: Never mind, saw you meant...
I don’t believe you can, because OnCollisionEnter doesn’t use any passed in colliders. RayCasts wouldn’t work either because the RayCasts would be...
I would just check for collisions on the player or give the child object a separate script. Deleted my other comment because it will just lead to...