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Using raycasts for bullets is an approximation. The key to a good approximation is that it is suitable for the purposes it is used for. Bullets...
Invert as in "rotate 180 degrees around the barrel axis" or "flip the camera's image vertically"?
Thanks for the answers, it is appreciated. The reason why I don't just try... Well, I did. Repeatedly. But there's a problem in my code so the...
I wish to add a force at a position on my rigidbody, so naturally I turn to AddForceAtPosition(). Unfortunately the documentation doesn't tell me...
Update: New attachment removed, I'm still working on this.
Interesting question. How accurate does it have to be? How about a raycast from each light, and then for each light that has LOS to the object...
I didn't know other people didn't tend to use physics for this. How interesting. Maybe I'm going about it the wrong way? Anyway, here's my...
Sorry, I should probably have said that that entire script is Flock.js, attached as a component to a GameObject with a Rigidbody. So far that...
It's the best way I have found so far. Think of "typing it out like a laboratory monkey" like building muscle memory for your mind. Athletes...
I find flocking to be rather interesting. I'm experimenting with it myself. Here's something I literally threw together on the train this evening...
I would have thought OnTriggerStay() could be used to detect when something is no longer colliding with the trigger. Or rather, it could be used...
http://unity3d.com/support/documentation/Components/class-BoxCollider.html check out the bottom of this page which tells us which types of...
Does the character have time to get far enough away before the "spin 180 degrees!" code comes into play again on the next update?
Ah - suddenly it dawns on me. The purpose of all this talk of coroutines. Update() is called on every graphics frame. I can't think of a single...
I'm not sure it would be equivalent to either Update() or FixedUpdate(), since FixedUpdate() gets called a defined number of times per second, and...
I have done some experimenting with coroutines and I can see several places where my code will benefit, but I'm having trouble wrapping my head...
I'm thrashing through this myself, this is the most helpful page I've found so far: http://blog.equals-equals.com/?p=8
private var i : int = 0; function Update() { // Increase lerpAmount by a frame-rate independent value lerpAmount += lerpRate *...
You're doing the same thing here that you were doing in the first place. You're doing all the Lerps in a single frame, and storing them all in the...
Sorry, I was overthinking the problem :D Then there is no need to even think about more than one Lerp at a time. Here's a suggestion....