A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Are some trees hidden? Or is their collision still present?
Found the correct solution for anyone who comes through later The Anchor needed to be set to 3x the screen width and there should be zero offset...
You were absolutely right, Thank you. But what if I really did need to match to ether Height/Width and still get the right screen width?
The element when in iPhone 5 resolution [ATTACH] The element when switching to iphone 6 aspect ratio [ATTACH]
Expected I want a ScrollRect for 3 screen-widths of content. The user is able to press a button to have the it automatically switch between them...
Most RTS avoid wheeled vehicle pathing; Company of Heroes is an exception. CoH is where you should start your AI research; I've seen a couple...
Is your MoveToInteraction pathing to the closest location on the NavMesh from the center of the object? If so; internally it's finding the same...
I would second a request for this. In my turn-based project I often want to know the TotalCost of a Path, at what point along a Path is a...
Yeah, for tons of units this might not be a great solution...unless you check sides once and then use that point for all subsequent Navigation...
Any suggestions? I'm already using masses of around 500-2000 Should I be using spring forces? Dampeners?
I've gotten my ragdolls into a pretty good state functionality wise but I don't feel that they 'look' correct for what I'm simulating; massive...
That's really not a great option for this project for a couple reasons A major part of the idea is to replicate the free-movement of a TableTop...
I'm doing a turn based project with the Unity NavMesh system and my units are allowed to move a certain amount each turn. Using the Area Costs...
I hadn't seen that before, much more complete solution than the one I've been using.
This is code that I use all the time. All MonoBehaviours that are also Singletons extend this class like so: public class SMBClass :...
I've run into the same issue and hadn't come up with a quality solution yet ether. I do have an idea that just occurred to me though... I'm not...
I've decided to stick with 'Software Threads': you can find the example in Artificial Intelligence for Games by Millington [chapter 9 Execution...
Threading isn't currently possible as the AI is running many instances of Physics.Raycast, NavMeshCalculate, etc... Eventually some of the more...
I'm currently using a TaskScheduler to spread expensive AI tasks across multiple frames. It's working reasonably well, but this pretty simple...
It's a well documented subject you can search for; here is an article to get you started. Scroll down to Adding Realistic Turns [IMG] [IMG]