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I think the only general consensus is that good code is better than bad code... Optimising code is a balancing act. Optimisation can take time,...
I'd recommend C# for the simple reason that you have to be a little more careful with what you do - the slightly more strict demands on actually...
Something akin to (myString.toLowerCase()).match(itemToLook.toLowerCase()) != null or...
I think StringComparison is a C# thing. Maybe you can just make both strings lowercase before you compare them.
As of yesterday or so we see you in the US App Store->Games in New and Noteworthy, quite prominent too! (Bummer for our Go Karting, but congrats! ;))
One simple way to make sure your script knows which object to interact with, if you only have one of those objects, is to set it via the editor....
Aah. Yes. There we go. The wheel colliders aren't colliders, they're WheelColliders. What happens if you declare the array as a WheelCollider[]...
It's very hard to analyse your problem further without knowing what the error messages are. Traversing an array of colliders like you do should...
I believe your script isn't actually setting the colliders' motorTorque, just some general motorTorque variable you have. The motorTorque =...
I'd use Mathf.Round (http://unity3d.com/support/documentation/ScriptReference/Mathf.Round.html)
Not having encountered that error myself I can't say exactly what it means, but you do try to divide by zero (floatHeight) which is generally a...
I've had issues with that too. They seem to come in the order of creation, so to get them in a sane order when accessing them in script to create...
I think so. At least, mine always does that. I haven't observed exactly at which point during the build/install it changes to black, though.
What is it you want the code to do?
Actually - no, you don't! Unity has a neat little Mathf.Clamp function: http://unity3d.com/support/documentation/ScriptReference/Mathf.Clamp.html...
At the start of the class, where you declare variables, also declare the movementVector to a sensible value. So... private var movementVector =...
You might solve it by giving the firing animations a higher layer number than the idle/run ones, then they get a higher priority. Otherwise,...
Possibly useful tip: I check for "virtually stationary" by using theObject.rigidbody.velocity.magnitude It's a bit neater and easier than checking...
Did you do var movementVector -= Vector3.up * gravitySpeed; then? You have to declare the variable once, outside of the loop/Update. Otherwise...
Vaguely related short thread: http://forum.unity3d.com/viewtopic.php?t=45006&sid=0fa337bb5776b048ef73af3a47d993b9