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.
Why don't you make a player data scriptable object that your scene components store data in at runtime. This component could keep a copy of...
Use a Physics overlap sphere/box/capsule or a ray cast to detect if a surface is above the character before allowing the crouch ability to end.
I was attempting to use animation rigging and timeline together, when I stumbled into a curious situation I'm wondering if others can replicate....
Just curious, is there any reason you can't enable root motion temporarily to move the player?
This would just come down do calling the last animation event and doing the math at the perfect time, and transitioning to the next animation with...
You move the model by the inverse of the amount you moved the parent, effectively moving back to where it was.
What I have done in the past is send an animation event when the animation starts to play, that simply records the players position of a specific...
everything rendered to your monitor is rendered in a grid. screen space is a grid, when your game is rendered to that screen, it is drawn into the...
doesn't avoid it, but it does allow you to do some null referencing checking, removing the element from the list if it fails some safety checks,...
i had a similar script once. what i did was looped backwards through the list, and at the start of the for loop, i would first check if the object...
Someone may have a better solution, but what i would probably do is hide the faces covered by the colthing. There are a few ways to do this, you...
Vector3 newDirection = Vector3.ProjectOnPlane(vectorToProject, playerTransform.up);
You can unload and reload the scene as much as you like. Your game objects are destroyed when a scene is unloaded, but a scene is just a file with...
I apologize for misunderstanding. Is there any reason you can't use the orbit speed(assuming the orbit speed is fixed) to calculate the future...
I could be wrong, but i think it would be something like: var directionToObject = targetGameObject - centerOfCircle;...
sounds like what you need is a custom editor for your monobehavior that also draws the data from any scriptable objects you have linked to it....
Is dead character a prefab? Your code comments hint that it is. If so, you may need to instantiate it before using its transform position.
Are you refering to smoothing the animation transition? You could smooth the values you pass into the animator by using the SetFloat version that...
Use shader graph to make your own. It would be pretty trivial, you just take the default shader and feed a mask texture with color multiply node.
Your scriptable object and its associated variable have the exact same name, rename the variable.