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@Kurt-Dekker Nope. If PolygonCollider2D has an offset, TransformPoint fails spectacularly.
Yes, I understand but as I said I do not have that function, nor the means to change something to have it. Right now my only issues are basic...
As I mentioned before, I cannot change the environment configuration. I decomplied Unity assemblies and this function is not present, hence, as I...
I dont have function to generate mesh from the 2Dcollider in this version of Unity, hence why are the questions. I dont know when `Create2DMesh`...
Yeah, I working with collider shapes. How complex would be to calculate the tris for the concave polygon2D (it already provides .points in...
I see, thanks. And last question - how can I flatten the transform hierarchy under which CircleCollider2D is buried (lets say this component...
Collider2D.CreateMesh does not exist for me in 2021.x Unity. Do you know how to properly calculate local-to-world points of a BxoCollider2D,...
Transform.TransformPoints is good for something simple but sadly, it does not handle rotation and scale well
I have a 2D polygon: Extents: 2, 0.75, 0 Center: -160, 49.25, 0 Points: (4, -1.5) (0, -0.5), (0, 0) and (4, -1) How can I calculate world...
It is not related to sprite rendering but thanks.
Viewport is just normalized values, both screen and viewport mirror the values (relative to its calclution system) and they match in...
You really should have read the OP before responding. If it was a simple question of what Unity API to use I wouldnt be asking.
`Camera.ScreenToWorldPoint` does not work properly, my GO position is (136f, 41f, 0f), but mouse input returns: (-117f, 46f, -0.0) var camc =...
So, a bit of discourse back to co-routines/async talk from few pages ago. There is GDC 2023 about and UE introduced new Verse language. It was...
What is the current update on public beta with .net core?
delete_me
Ah, that makes sense. I suppose as long as it is not behind the camera, the projection to screen simply return coordinates outside of viewport...
I there a cheaper way to do it every frame outside of `GeometryUtility.CalculateFrustumPlanes` and `GeometryUtility.TestPlanesAABB`?
So specific reasons I'm using DrawMesh to submit some meshes fore rendering manually at the end of a frame. The issue is, since meshes are...