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There's another approach to having a mask UI element that masks non-child objects, outside of locking a transform/negating parent transform...
For anyone using the Blitter class - it's the same thing. Some if it's functions, such as BlitCameraTexture, set the render target under the hood...
An update on this - I haven't tested it myself, but the changelog for Unity 2022.3.11f1 reports a fix for this problem: Input System: Fixed an...
For anyone encountering this going forward, here's a relevant link and some info I've picked up: - Relevant issue tracker link:...
Yeah, that's what I was looking for! It works as you describe. Thank you!
I'm controlling my camera with my own non-cinemachine script - when my character dies I want to start a death cinematic with cinemachine...
Started a "replay" system, so far it records the positions & rotations of registered objects and can record legacy animations. It records frames...
Since shaders are attached to materials, you need a reference to the material that's being used. The properties can be set through methods on a...
Perhaps you want to specify the 'worldPositionStays' parameter in the SetParent method. "If true, the parent-relative position, scale and...
Update on this: It's apparently caused by cloth physics (the cloth component itself). At this point I'm still not 100% sure of the cause of the...
I've been getting this too, though in a multiplayer standalone game (Windows) using Photon for networking. Did you ever figure out what the cause...
Another way is to disable the renderer while the audio plays and destroy it when it's done. function OnTriggerEnter (info : Collider){...
Ah yeah I wasn't sure if there was anything else to account for but glad you got it figured out! No problem :)
It should, you can just use rigidbody.velocity instead Vector3 v = target_player.rigidbody.velocity;
You should be able to add the player's velocity to their position to predict where the puck should go, if you're not using a rigidbody you can...
You can use an array of objects and cast to your desired type, it's a nice way to package up different types without having to create a class to...
The way you have it is fine but it could also be done with a for loop and multiplication, if you want 25 'units' of spacing between then you would...
Hmm I had that problem too but I didn't use any colliders, I checked the paddles height and position against some limits and used it to prevent...
Something like this: Vector3 move = Vector3.zero; float speed = 2.0f; void Update(){ float d = ball.position.y -...
I'm pretty sure the computer paddles in most if not all pong games don't try to prevent the ball from passing them and score on the player, they...