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First of all, thank you very much for bringing this great feature to Unity :) ... more immediate mode stuff please! I've done a few tests...
1000.40? It makes sense since the method updates your oldVelocity value each time you call it. An alternative to that is to calculate...
Continous collision detection should work fine. The collider in the video is actually infinitely thin like a plane/triangle. Basically, a concave...
For this, it is recommended to use FixedUpdate instead of Update. Even though delta time might help, you'll end up using the wrong units. I'd...
It is true that CCD (continuous) doesn't prevent the character from going into the ground for a few frames. Example: left = CCD, right = DCD,...
Hi @supervaughanbros and @maneku Thanks for reporting this! The good news is that i think this is fixed in 1.4.5 (should be available now)....
Hi @HustlaMasi, That happens because of the GroundCheckDistance constant. I guess you could try to reduce it and see what happens. Normally,...
You could be teleporting the body (via Transform) and still be able to hit the trigger. My theory is that something else is responsible for this...
I believe that's because continuous collision detection doesn't apply to triggers. Some ideas: 1) Decrease the fixed time step (Time settings) 2)...
Only "-1" (all 1s) means "everything". Another example: "-5" is the default layer mask for physics queries which means "everything except layer...
Raycast asks for a direction (normalized), there is no need for that "*10".
How/When are you instantiating those objects? Could you share more details (objects, code, etc)? Based on that description, It should work....
The last line means that the current velocity is forced to zero. However, that doesn't mean "the body should not be able to move". In this case,...
The code is correct. I tested this and it worked as expected (with and without RaycastHit). bool hitA = Physics.Raycast(origin, direction,...
I tested the code and it seems to work fine. Maybe your ground check object is too close to the ground (?). Btw, the easiest way to calculate the...
I think i would either: a) add an extra capsule collider and rotate that with the model. By having this extra collider, i can (for example)...
My guess is that this is 100% animation. For instance, you could animate the character flying up and down, and then put those clips inside a blend...
Hi, Are you referring to the LedgeHanging component? If so, try to enable "grounded detection" from the inspector. Remember to tweak the rays...
Sorry, I mentioned movement as a general concept. What i really meant was to represent the shape that you want as best as possible before...
Well, i made a simple test :) : A plane + 2 x 3 spheres. I've got two rows of 3 spheres each (yellow red and blue). One row contains dynamic...