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Sorry if this question shines a glaring light on my inexperience, but I'm really struggling with the purpose for them given Unity's official...
In that case, you'd want to follow methos5k's suggestion. When you pick it up GetComponent<Rigidbody>().isKinematic = true; When you drop it...
Ah! True, didn't even think about RaycastAll. Touche!
data.position is a Vector2 screen position, whereas I'm doing everything by Vector3 world position. All of the Camera.main functions to convert to...
OH! Okay, so you need to set both the "velocity" AND "angularVelocity" to Vector3.zero in order to prevent that from happening. :-)
An empty transform with a "Quad" mesh collider, scaled up to fit my game screen. Nothing attached to it but the collider and the...
No. You're inexperienced. All of this comes with experience, time and practice.
I think you're trying to pass it in a value. Since StopSpinning doesn't have anything between the parantheses, you don't pass it any value
FYI, you can also make it equal Vector3.zero. That's a shorthand version.
private void StopSpinning() { this.GetComponent<Rigidbody>().angularVelocity = new Vector3(0.0f, 0.0f, 0.0f); } Calling that should remove...
Is there any shortcut method that will allow me to indent code when entering directly into the browser? I'm a bit (O_C_D * 1000) when it comes to...
Absolutely what I need! :-)
Sorry, I assumed the CODE tag would automatically inset bracket'ed code... just edited for clarity.
First the quick and dirty answer: private void SetRigidbody(bool j) { if (j == false) { this.GetComponent<Rigidbody>().mass =...
Because your SetRigidBody function is trying to enter a bool, for mass, which is a float value.... Try adding an if/then statement to your...
I could be wrong, but if you're waiting for something to be touched, couldn't you use drag or pointer events, to eliminate update out of the...
It would. But the top left " . . ." is actually a button, so I don't think I can jut remove it as a raycast target, or set it to the Ignore...
Essentially, I've got a drag and drop functionality that modifies my player object's velocity toward the cursor on drag movements. I've even got...
I know the hurdle is well known: Can't set the UI OnClick() shortcut target singleton objects due to losing connection when loading/reloading...
Oh! Well then add a counter to the wave info, and a public increment function. On enemies, during Destroy(), call the function. Have your...