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Velocity is in meters per second. You should not multiply it by deltaTime or fixedDeltaTime
Thank you so much. That was very clear and helpful!
Alright, I see that you're right and I didn't look closely enough. I see the Physics Collider, Physics Gravity Factor, Physics Mass, and Physics...
Do we still need the custom authoring physics samples (shapes and bodies) to handle CollisionWorld.CastRay and other casting functions? I thought...
Thank you so much. That's very clear now! It fits what I've been told, but now I understand WHY as well. This was the recommendation I've heard...
(Jump to the update below, leaving this part as a monument to my ignorance HAHAHA) Thanks again for the response. Ok, so this is what I've been...
Thank you for your response! "Its per chunk mask. So jobs will still get queried / scheduled. Results of the query then processed in chunks and...
If you have an Enableable component, which is disabled, will a system querying for that component poll the entity for that components state, or...
Thank you, I looked in project settings, and stupidly didn't check preferences.
I'm not sure that is related to the issue at hand. I've had the option selected the whole time, and I'm getting this error
Fair enough. Thank you
Ok, I'm glad you are working on the issue they mentioned, but it seems like the new issue you created is not the issue I'm experiencing. The one...
Is there any update on this ongoing unsolved issue? I'm having the exact same issue still, with it jumping to random positions in 2022.2.20f1. I...
I feel like it's hidden, which makes it difficult to access and reimport. I suggest, if you want to keep it in the samples tab, that you simply...
Incorrect
I know this is old, but for anyone else coming to this page: The Character Controller acts as a rigidbody!