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I can confirm that the problem still exists as of SteamVR 2.0.1 Occasionally the buttons will "stick", and I haven't found a way to work around...
Downgrading to 2017.1.2f1 did the trick. That fixed the rigidbody rotation updates. Then I had to replace lost tags/layers ... Thanks for the...
Sorry, I intended to mention that it was in FixedUpdate, but apparently forgot. I'll give 1.2 a shot, thanks.
I pulled out a project I last worked on some time last year. I believe it used Unity 5.5, but I have since updated to 2017.3.1f1 When I launched...
Glad to hear it! "If" blocks are pretty fast by themselves. It's what you're checking that could slow things down, and comparing values directly...
First, you'll want to use [ code ] tags around your code. That keeps formatting and makes it easier to read. :) Now, I think your issue is that...
Right. I don't know of a shortcut to pulling out "Total force applied over last frame" from the physics engine for a given object. So, you will...
You probably want to use the normal vector of the surface your player is touching. You should be able to find this via OnCollisionEnter...
If you're trying to rotate the object, shouldn't you be using Rigidbody.AddTorque instead of AddForce?
You could post a feature request. In the meantime, you might be able to work a similar system on top of the current engine. I imagine you could...
Try using: movement.y = 0; movement = movement.normalized; That will negate the y movement being applied from your camera angle, and then...
This looks similar to the way a tire would normally start favoring one side over the other when rolled, eventually turning and spiraling until it...
This is again because you're setting the velocity directly without accounting for changes to the axis you're not trying to control. Vector2.left =...
First, you should put [ code ] tags around your code so it will render nicely in your post. Second, you should give us the faulty code you tried...
Physics.SphereCast: "Notes: SphereCast will not detect colliders for which the sphere overlaps the collider." I think you're right in that the...
I believe you can edit your first post to change the title of the thread.
This is simply because you're not allowing the "hitted object" to push back. By making it kinematic, the cube being held is basically immune to...
Can you select the palm tree by selecting the top of it instead of the trunk? It could be that the ray is off by a little bit. Use...
Well, we're always here to help look through buggy code when you're stumped :cool: A teleport back into forward-facing orientation shouldn't be a...
You may want to explore having your elevator move using physics, so that the physics engine can resolve the overlap for you, and you can still use...