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Thanks. This is a proof of concept. I still need to tighten the controls and space out the obstacles a little more. The goal is the have a large...
I am working on another prototype game titled "Flight of the Penguin". In the game, you control a penguin who cannot swim, but has learned how to...
What I have been doing to disable any GUI components is utilizing GUI.enabled.An example would be: var isButtonEnabled = true; function...
Those are on the to-do list and I already have some thoughts in mind. Thanks for the feedback.
I have recently completed the prototype for my fast paced hover vehicle combat action game. The prototype is playable and the game has a title,...
Makes perfect sense.
I had this same thought. I recently discovered that when you are exporting groups and components, groups are exported as groupname_0.dae while...
My first thought would be to make sure your polys are facing the proper direction. If you are using the default template without changing the...
This is a really great tool that has wonderful potential. I am running into a similar problem with the scaling of my objects when exporting...
Your are right about the stiffness. Still need to tweak it. Thanks for the comments.
I was struggling with just how to get the hovering working just right. I really didn't have a clear picture of what exactly I wanted. The...
I am using the smooth follow camera script that comes with Unity.
The webplayer has been updated. I added a slight bobbing, banking, and softened up the jumps to where it won't be so hard when coming down. I...
The "tank" is an alien tank. Not a very good one though. :oops:
The vehicle is being pulled back to the hovering height. The original version didn't have this attraction force, but when moving at high speeds,...
I am working on a fast paced hover vehicle action battle game. I have been working to get the movement and feel for the player tank down. This is...
After searching long and hard to no avail, I finally found what my problem was. I wasn't getting a controlID for my new control and setting it as...
Taking another look at the docs reveals that calling Event.current.Use () in my OnSceneGUI function should make it so the Scene View doesn't...
I setup a boolean variable to tell the function if the add node tool is active. However, this still presents the problem of adding the node, then...
For more clarification, I would basically like to disable object selection in the scene view when my path tools are active. -Ed Weese