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Sigh, it turns out it was my model. It was scaled up by 100, which was why the vertices were within a few thousanths of each other. Case closed.
Got it! Releasing video soon. Its sickk
Bump because I found a way to prove Vector3 is bugged. Try it for yourself :D First post. Look at it!
I got it working! Here is a video of the damage. Note that the glass wont crack yet. [MEDIA] If you look at the debug log, there is a small bug...
Add me on discord ill see what I can do. Ramaraunt #6943
Eh sorry for the confusion. I figured it out though, lets let this thread die.
Eh If you read my post I said that So its not the Vector3 thats the issue, its the contact point. But I figured it out, it was because it had to...
I'm aiming for more of a cartoonish result. So this is good enough.
Triggers and Colliders may look similar, but they are two different things. Colliders, as the name implies, handle physical collisions, while...
So basically, I found a bug in Vector3, and I know how to reproduce it. If I'm wrong, you can say "I told you so". Eric seems to be certain there...
What I would do, is place a sphere in there. Problem solved! :D
There are a number of reasons why that could be the case. One is that you have them disabled so they wont show up. If this is true, you can turn...
Well, I've found that for the wheel mass, you basically divide the rigidbody's mass by the amount of wheels. It works best that way. Sorry I'm new...
You can change the size in code I'm pretty sure. https://docs.unity3d.com/ScriptReference/CharacterController.html Change the height variable...
So I'm trying to deform a mesh based on a collision's contact point. For some reason, when I use Vector3.Distance( vertex pos, contactpoint pos)...
I've run into a serious bug I spent all day working on. I made a new thread, so this one stays on topic. Also, if my bug gets solved, it will be...
Alright, so as you may or may not know, I made a custom rock generator with fancy shaders here:...
Nah, I somehow want this to be dynamic. Ill keep thinking hmm. EDIT: I'll probably split it into large pieces instead of one mesh per polygon....
oh wait a second I have an idea What if I do this: I take the mesh, and split EVERY polygon into a seperate mesh, then on each polygon, I add a...
Alright, so a bit of a question: I have good idea how to do this now. I have colliders all over the car to detect damage at different places....