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Incidentally, someone informed me about position a while before you replied. It's exactly what I was looking for.
This video told me so [MEDIA]
What it says on the tin. I don't understand what's causing it. I set the window's minSize to 225, 325 and have a label that tells me what the...
I have a function of code that is suppose to react differently when colliding with objects drawn onto the terrain as "trees" and from the terrain...
It's certainly close enough to what it's suppose to look like to get the basic picture of what the code is ultimately suppose to do, but there are...
What I'm trying to do is, as demonstrated here, have the blue unit push the red one out of the way as it's moving then have the red unit try to...
It's not. cc.radius is 1 and the MARKER_RADIUS is 0.5 so overall the radius of the circle is 1.5. This goes for both of them.
It's seeming the magic number is 0.2, but I have no idea where it comes from. Fortunately it seems to be constant as changing the magnitude of the...
cc.radius is the actual radius of the character controller minus the skin width. MARKER_RADIUS merely extends that far enough to create a marker...
MARKER_RADIUS is an extension value (0.5) used to create the markers beneath the units (As in their radius is equal to the collider radius plus...
So how would I get these values? I can only assume that the "how rapidly the two objects are brought together" value you're talking about has to...
I'm trying to get the unit with the blue circle under it to move towards its destination and have it stop when it meets another unit (the one with...
As demonstrated by the accompanying GIF, what I'm trying to do is have the blue unit be able to "shove" the red unit out of its path as it moves...
Nevermind. I solved it. Apparently the problem had to do with me checking Screen.width instead of Screen.height somewhere else in the code.
I just want to be perfectly clear, but this code should print "True" if I bring my mouse to the top of the game screen, right? If so then it's not...
That's exactly what this code is doing and it's not finding the terrain.
Which is why the capsule cast being tested is in the direction the character is moving and as far as the character should move that frame. The...
Not necessary at this point. What matters is that the if clause is triggered AT ALL and it's not. That's the problem.
I'm trying to have a character controller move from one point to another on a mostly flat terrain with the exception of a small bump in the...