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sorry for the late reply, i had problems with the computer, i resolved by using (move.magnitude * speed) insteal of...
I made that the player speed changes depening on how far i push the analog, so that it can go from walk to run etc.., one issue i have is that if...
I've been trying to make a smooth movement where the player speed changes depending on how far i push the controller analog stick, i did it...
i found a workaround, i give the enemy a rigid body and adjusted the angular drag, so that the force of the impact moves the enemy and i dont need...
i'd like to extract the position from enemy.ClosestTarget().transform.position, to then subtract a number, for examle: vecto3 ex = new...
This is my piece of script transform.DOMove((enemy.ClosestTarget().transform.position), .3f); how could i substract a specific value from that...
Fixed, i used controller.move istead on transform.position, that was easier then i thought
I dont think, the raycast can only hit object with the layer "wall"
Im making a ledge grab system, it works good, but now i want to reposition the character, the line of code im using : transform.position = new...
Thanks for the help you made me realize this, I notice that the more the camera is distant the closer to the ground the target will be, so now i'm...
what do you mean by updating the 3d object?anyway i posted no code because there is no code for this thing. The only piece of code regarding the...
Okay i made it better, now it stays in place but it still moves around a little bit depending on how i move, i have to fix it but idk how
yeah but i dont have a problem rendering the object, i have a problem positioning the rendered object in a specific way, and it not even a...
As the title says im trying to render an object in front of others, i maneged to do it but i dont know how i could make the rendered object stay...
ok again, i fixed it, i added the groundedtimer of ur code into my code, now instaed of using raycast i use ur code. Thanks a lor
Ok read it, im using it, but for some reason the input are inverted
ty for the reply again i rly appreciate it, i already inviduated the problem as i stated, i used a bunch of Debug.DrawLine, and print to debug,...
Sorry that i reply again, im continuing to trying to fix the mentioned issue, and from what i can see the player cant jump while moving on...
Thanks for the reply, but i think i'll stick with the one im using because im new to unity and c# and i'd want to learn by fixing bugs and weird...
Ok i fixed it, i setted skin width to 0.00001, and edited the code to use raycast to check if i was grounded or not