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I rearranged the code to avoid this check, but... WTF unity? This works in every other language I know.
I have this situation: private Foo bar = null; void Update () { bar = new Foo (); Debug.Log (bar == null); // TrueWhat gives?
In ideal world, there should be a key to select fast/slow speed, because I would think you can easily fall off the edge while climbing at high...
thanks for collisions, now I could climb smaller building too: [img]
so I spent quite some time climbing around, even got to your local everest, but couldnt find pink tree :( edit: this is highest I could get on...
now that was tough mountain to climb :) [img] edit: could you please add mesh colliders to these things: [img] at least temporary, so that...
Interesting idea, for some reason I thought mass center is read-only.
Look what I did in my spare time :) I'm rather happy about it, that I could pull it out so quickly, while being absolute unity n00b. P.s....
yes, freezing rotations along with rigidbody.AddTorque (d) -> transform.Rotate (d) change seems to be working for first person perspective, but in...
I am basically dragging rigid body around some surface using AddForceAtPosition + AddTorque, and occasionally it starts to roll, getting bottom...
Another stupid question, whyfunction FixedUpdate () { rigidbody.AddForce (transform.TransformDirection (0, 0, 10)); }andfunction FixedUpdate ()...
Hello there, I'm just starting it all up, so be gentle :) I have imported one large mesh and another small one. Both with "generate colliders"...