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I need rigidbody to move from current position to new position. I tried it using RigidBody.MovePosition, the problem is that the moved object goes...
Ok, so I figured out I would need to: 1) Add animator component to my gameobject 2) Add skinned mesh component 3) Somehow add bones I thought...
What I want to do: - I want to assign animated mesh to empty GameObject using script only. - I am using Resources folder. No drag and drop...
Oh, I see. You are right, I was somehow thinking that I would need to recalculate trigonometric functions for every vertex, instead I should do it...
I guess using sin and cos would be less effective than using matrix multiplications? Anyway, I measured matrix multiplication for 1 000 000...
I did not test it, as I still have no idea how to do rotations without matrix multiplication.
I figured it out. public static Vector3[] TransformMesh(Mesh mesh, Vector3 position, Quaternion rotation, Vector3 scale) {...
Its going to be building system and I am very concerned about performance and mainly I hate using monobehaviours for global constants. Meshes...
Lets say if I need to offset vertices of mesh by Vector3(3.0f, 3.0f, 3.0f), rotate them by 30 degrees in x axis and scale them by Vector3(2f, 2f,...
Nevermind, theres rect tool...
I am unable to resize UI elements by dragging on their edges. Also, I can't move them by dragging. However, I can edit them by using tools and...
Oh, I see. This is actually really helpful.
First of all, is there some game that does it? I am fascinated with hand drawn artworks, and even though computer generated lightning and...
Got it! Input.GetAxis is already independent on framerate, so multiplying it with Time.deltaTime makes it not work properly.
Yes, I am sure. Edit: Strange thing is that with increasing framerate, the sensitivity decreases. Edit 2: It is somehow caused by Input.GetAxis...
I am calling my script from update method. private void HandlePlayerLook() { transform.Rotate(0, Input.GetAxis("Mouse X") * lookSensitivity...
Thats even better solution than I was searching for. Thanks. :)
I am generating huge mesh with 50k+ vertices and I am not sure if I understand submeshes correctly. Question #1: Would splitting mesh to multiple...