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Oooh neat! So I'll be able to query the backend before uploading to check if the player has reached the maximum amount of uploads? Great, that's...
Hi. Is it possible to somehow limit the amount of uploads a user can do, server-side? Say, each user can upload 10 levels/content maximum. And...
I'm trying to decide on the best approach for my situation. I'm developing a level editor that allows users to upload their own levels and share...
Hey Kurt, thanks for the reply. I'm trying to wrap my head around it. It sounds like the way to do it is essentially translate the position of the...
Hey all. I've been stuck all day trying to solve this problem I'm having. It's as following: I have a 2D ortho camera, which is supposed to...
Same issue here. Seems to happen whenever I switch back and fourth between debug and release mode (little bug icon down right corner), while also...
Just wanted to say I got it fixed the way I wanted! :-) I'm handling the dodge roll now with the same movement code as before, just with previous...
Okay, so I tried implementing the same collision logic as in the InternalMove (just for testing) and that gave me this result: [IMG] (...
Haha, I guess I'm just very bad at explaining myself :p So, the problem is that the InternalMove method, where all the collision stuff is...
Sorry, I'll try to be more specific. So, this is a gif of how our dodge roll looks like in-game, working with the code from above: [IMG] EDIT:...
Hey MelvMay! Thanks for your code. I got a version of a kinematic character controller working in my game now which is awesome. Now, I'm trying...
Amazing! Thank you so much for your help! Gonna have a go through that :-D
Alright, thanks MelvMay! I'm gonna give those options a try. I got it working currently with the dot product check, but no sliding is occuring...
Hey, thanks for the very thorough explanation! A lot of stuff I need to tweak and rework I can see. But, I tried replacing my line of code with...
Hey everyone! I'm trying to handle circle-to-circle collision with the use of collider.Cast and it got it working properly. But as soon as I have...
Hey, thanks for the quick reply. So, I tried adding all your suggestions like so: if (!ColliderCast(physicalCollider, Movement *...
Hey everyone. I'm currently having issues with my units getting stuck inside each other. The way it's currently working is that I'm using a...
EDIT: Nevermind, mods you can delete this thread :-)
Hey! Any ETA on when GrabPass/SceneColor will work with the 2D renderer?
Alright, that seems very unintuitive like many other things I've encountered with the URP. We've decided to switch back to the legacy render...