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If you want you car to respond realistically under force, you need to use Newton's Second Law: F=ma For this you should set your game world up to...
Ok, sorry I was too hasty - it looks like you want to preserve the object but just do some delayed processing. So just see this page it shows the...
Destroy() takes a time that will do exactly what you want. It will destroy the object in X seconds.
Just one more try - if anyone can help out that would be great. Thanks.
You're correct. In the equation "distance = velocity * time", the time value is Time.deltaTime. Hopefully you recognise that in Update (as opposed...
If you want a procedurally generated road, then you want to create your own mesh and supply vertex, face, uv and material data. If you want a...
To add to what CaptainMurphy wrote, add this to the top of the script, before your class definition as well: using UnityEngine; using...
So... you're simulating a 2D aircraft moving in a straight line at constant speed across the screen. You have to draw this aircraft at certain...
Have to bump this as I'd really like some help, thanks.
You need both time differences. The advantage of using Time.deltaTime in Update() is that you can update things every frame that is drawn. This is...
Be aware that Time.deltaTime will return different results, depending on whether it is called from Update() or FixedUpdate(). It auto-detects...
The Start() method is reading the value from the PlayerPrefs, which are persistent between sessions. So regardless of how the value is set in the...
To reduce draw calls, you could do this by creating your own custom mesh and editing the vertices at runtime. The mesh could be constructed so...
Hi, Ive been tinkering with Editor scripting and have been able to get access to the SceneView camera. What I'm trying to do is to change the...
You are instantiating a Rigidbody2d, which is a physics component. Your prefab presumably has some graphical element too, so the Rigidbody2d would...
I have the following problem after upgrading Unity to 4.5.1f3. Internal compiler error. See the console log for more information. output was:...
I'm not aware of any further progress on this bug, however this fella has been doing some cool things with custom DX11 particles. Maybe that will...
We finalled our project using the legacy system which did what we needed it to do. I think there were some improvements to shuriken in later...
Not that I know of, but I cannot confirm this. I ended up using legacy particles.
It seems this was caused by floating point inaccuracy being fed back into the transforms by a custom script over a long time. I solved it by...