A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Any photoshop will work fine. I'm using C6.
I actually don't know how changing pivot will affect physics, I think physics don't care about pivot point in most cases. :-)
Yes. Yes. It depends how it's animated but I guess yes because for static objects are more about mesh and physics so as long as you are not...
Well I agree that the 1 suggestion might be easier to start with but it can be frustrating at the larger scale. So I suggest either set models...
It should be OnGUI, not OnGui.
Yes if "variableName" has anything.
Yes I'm sure.
Well it JS. PS: you forgot ; at the end of line.
Yeah, here you go: Transform[] childs = (Transform[]) gameObject.GetComponentsInChildren<Transform>(); GameObject randomObject = (GameObject)...
Probably because restSeconds is equal 3 for 58 frames. You shouldn't do this in Update.
Why so complicated? :-) void Start(){ StartCoroutine(PlaySoundEvery(1.0f, 3)); } IEnumerator PlaySoundEvery(float t, int times){ for(int...
I kinda like it, would be interesting to see how it feels playing with VR.
Try: 1. Change back to MonoDevelop. 2. In Project (where all your project files) right click and "Sync MonoDevelop Project". 3. Restart Unity. 4....
You should build Webplayer instead of "exe". Not everyone has windows. :-)
Transform[] childs = gameObject.GetComponentsInChildren<Transform>(); GameObject randomObject = childs[Random.Range(0,childs.Length)];
Is it open source? If not, you will have to ask this library provider to fix it.
I've never watched the movie. Is this is something like this? http://www.turbosquid.com/3d-models/free-war-worlds-tripod-rigged-3d-model/463608
Can you try go to Unity Preferences and try to re-apply your code editor again in "External Tools"?
Haha I agree, I just wanted to give an idea tho. Since I'm on iPad, I'm trying to write less complicated code right in the forum so I can compile...
You should try using gameObject.GetComponent<RigidBody>().AddForce(yourVector3);