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This is probably the same issue as...
Change those last few lines to be: Quaternion currentRotation = Quaternion.identity; currentRotation = currentRotation *...
Shape and ray casting happens on demand (it's basically querying the current physics state, not changing it). Collider collision events are...
I hope I understand what you want to do: You want to investigate potential arm positions to ensure clearance, without actually doing anything with...
If you're using DOTS then you need to post on that forum. It seems to me a big ask to process the amount of data you are talking about here in...
Some important additional information you need to supply: Mesh Point Cloud: Is this to imply it comes with a mesh or merely that you have a point...
Here we are, end of 2022 and the same problem is here from over a year ago. Remove VSC and Rider plugins to fix.
Minor bit of info - the articulation body solver is dependent upon the inertia matrix of the bodies, I recommend you set them manually by script...
Sorry, Edy is completely correct, I was forgetting that the affect of the duration of the applied force is inherently part of the physics solver...
I would agree with this normally, but as the initial controller appears to try to achieve a constant acceleration whilst the key is held down,...
You need to write a simple replicator of your problem. A capsule collider for the player and a cube for your obstacle, resting on a plane. Post...
First tip, post your code in code tags (looks like less than, greater than signs on the little html menu in your post editing panel). This way...
Ah, I'm sorry, that was all I could think of. Hopefully someone else can help!
I'll guess the rigidbody is going to sleep. This occurs with inactive rigidbodies to save cpu. You can force it to wake up with...
Sorry I don't know about Havoc, I thought that was just for use in DOTS, but I may well be wrong. Edit:...
This is a long running 3D physics problem (I seem to recall @MelvMay implemented a solution for 2D). Boxes are your worst choice for this setup;...
You don't say what type of character controller you are using, but I would not choose any collider shape for a player that has a hard edge at...
You are taking a Vector3 (cursorVector), converting it to a unit vector by scaling each dimension by the reciprical magnitude in all 3 dimensions...
Looks like you have the same homework assignment as this guy:...
The bowl won't matter (it will probably help). If you want to try a simple version without the collider, put the CoG (centre of gravity aka centre...