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I have not yet.
I know this has been an issue in the past, but has anyone found a solution for the underwater fog not rendering in a build? It looks just fine...
I'm not sure how specifically within the physics engine to have it return the true surface normal, but for sphere's it is an easy thing to...
The equation you're trying to solve is (d^2/dt^2)r = -g - (C_d / m)* |dr/dt|^2 * dr/dt You can't solve this explicitly for r(t) = stuff. The...
Procedural mesh generation FTW!!! Thanks @MegamaDev! Took me a bit to work through the process of creating my vertices and triangle indices...
After beating my head against the wall for a while with the Line Renderer, I gathered that it wasn't the tool for the job, but not being a...
It's an unstable equilibrium for sure, but it is an equilibrium. If one sphere is offset by even a little bit, then you have an instability and...
Is this even possible with the Line Renderer component? I'm working on building a tool to demonstrate Kepler's Three Laws to my Astronomy class...
Have you tried adjusting the masses? Make the planet significantly heavier than the debris particles and these collisions should have a much...
A velocity-dependent force will do this. Fwind = -Cd * velocity Fiddle with the Cd coefficient until you get the behaviour that you want....
I think you're missing something in your conditional statement. if (playerRigidbody.magnitude > maxSpeed) I think it should be if...
The conversions look right. The only thing that I see right off hand, and with modern compilers it shouldn't be an issue, but in your calculation...
So basically, you want a straight reflection off of the paddle surface, not a two-body physics collision, right? If that's the case, you can flip...
Assuming you're using a rigidbody, set the drag and angular drag to zero.
Think of the problem with the velocity resolved into components parallel and perpendicular to the surface normal. In a perfectly elastic...
So based on your Time vs Velocity graph, I was able to calculate an Acceleration vs. Velocity function. I inverted your function to get Velocity...
So what you need is torque to be a function of engine speed, as it would be with a real car. Torque(rpm) = ...math stuff... You could use a...
I got it sorted. ...and yes, I know now that I was completely misunderstanding the nature of the Extremum/Asymptote Slip/Value parameters. Got...
I'm having an issue with the Standard Assets Vehicle Controller providing an acceleration to the car when there is no input. To be sure that the...