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You posted it almost 8 years ago, but thank you so much XD
bump. sorry but I really need some help with this :/ still out of ideas
I'm making an FPS and have a lerp on the gun, so that it "drags" to the camera position rather than immediately snapping to it. I had it working...
Basically what the title says. Tried making an EXE to let my friend try a current build of my game, and one of the systems is suuuuper broken, but...
Just tried it and (x,y,z) is being correctly passed to growWorld()
Nope. I'm generating it from perlin noise. Its based on Brackey's youtube tutorial but I went way further with it. Also, I'm able to get the...
I forgot to mention, I originally had the raycasts in an IF statement, but had no luck with that so I tried it like this. However, that was before...
Im working on a procedural world builder and trying to instantiate grass meshes over a landscape. I've got everything working, but now I'm trying...
ohhhhhh interesting. So if you handle the culling right, then placing a bigger variety of objects can actually reduce the number of objects...
What would be the best way to paint vegetation over a generated mesh? I’m working on a procedural world generator that works by generating a mesh...
I'm working on a simple isometric dungeon running game, and I'm having issues getting my player entity to collide properly with an imported .FBX...
Hey! I'm new! More accurately, I've been messing around in Unity for the past few months, but I've been starting completely from scratch not only...
awesome! thank you so much. So if I understand correctly, ViewportToWorldPoint is essentially a Vector3, with the X and Y values being the object...
So Its been a while but I decided to go back and completely revamp my concept: this time, the "dead zone box" that the camera follows has been...
Sorry its taken me so long to respond: I've been dealing with work and such T__T Yeah I definitely think the PID controller is the way to go....
interesting, thanks! So I just want to make sure I'm understanding this. What I was trying to do is create a more real-world approach where my...
So I'm making a super quick project where you control a hovering ship, and I'm stumped on something. This is eventually how i want the ship to...
ohhhh so keep the box, but ditch colliders. Sorry, I misunderstood you; also apparently about the raycasting thing, since I assumed you were...
Ehh yeah but adding separate colliders creates the same issue I'm currently trying to find a workaround for. I'm trying to do this in the fewest...
So I created the code by doing the following: there is an invisible box (the deadzone) in which the player moves. When the code detects that the...