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Not an actual solution using Rigidbodies, just a workaround. Basically, when I press the flipper, I store the ball's velocity, enable isKinematic...
That was my idea as well, but as I mentioned in OP, changing friction/bounciness didn't help noticeably. (It did change the trajectories of the...
My game uses rigidbodies and there is a pinball component. Since rigidbodies work fine for all the other mechanics, I'd prefer to not implement my...
I'm pretty sure that the behavior would be identical to what I already have. Please note neither EnterRail() nor ExitRail() never fire twice in a...
That would work fine if the ball could only travel in one direction. But it needs to be able to travel in either direction, and therefore each end...
This change in 2019.3 is giving me headaches: When a kinematic Rigidbody is turned into a non-kinematic one, the physics engine will now re-insert...
I have a shader that uses Subsurface Scattering and Vertex Displacement. I want to reuse the shader for another material (lower LOD), but that has...
Thanks, I was afraid of that. =) Yeah, if nothing else works, I'll probably have to go with making windows into single objects. There is one more...
Thanks for the suggestion! I guess it would work for this simplified example, but I'm hoping for a shader that could work with a wide variety of...
I'm creating a low-poly cityscape in URP, and want to create a Shader Graph that allows me to increasingly light up windows. See image of my...
Yeah, my purpose of the Vector2xz wouldn't be for screen space. Two quick examples of how I'd use it: Checking distance between two points...
I get that, but treating Vector2.y as Vector2.z sacrifices readibility, and you lose some functionality that you'd have to work around. Vector2 xz...
Since my 3d game has only limited verticality, many functions only need the x & z coordinates. If the z-axis was Up, it would make perfect sense...
You are of course correct! Thanks a lot!
I Lerp (L) Between node A and node B1 (color) using T, and everything looks the way I want it to. No matter what color B1 I choose, the metal and...
Any ideas anyone?
Thanks! You are of course correct, and this seems to have been the main bottle neck. I copied both referenceMesh.vertices and...
It is. That's entire concept of object pooling. You can find good tutorials with fully functioning code.
I want to flatten a mesh on the Y axis to a set thickness. For the vertices that are not y = 0, it's simple. Just set the y pos to half normalized...
Editor.OnSceneGUI suddenly stopped being called for me. I searched online and found this post, where someone suggested: "Not a definitive fix,...