A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Unfortunately not. I had to eventually transition to deferred rendering anyway but I would still be interested in why it did not work in forward...
Bump as I still don't have an answer to my question. Assuming that the magenta colored contact points are outside the helicopter's BoxCollider on...
Okay, that's neat. Why didn't I think about that. :)
The sphere collider was disabled! I made another video where the contact point offset should be more visible: [MEDIA] Here's a Physics Debug...
Hello Edy, I actually assumed that, too. :D But it did not help: [ATTACH] Cylinder Colliders would be awesome even outside my use case. The...
Hi everyone, I was experimenting with Unity's Physics.ContactModifyEvent and I noticed that every now and then contact pairs with contact points...
Okay, I am an idiot: :) rigidbody.position will return the uninterpolated position rigidbody.transform.position will return the interpolated...
It looks as if I found a way to do what I was looking for (the one in the middle): [MEDIA] It got more sophisticated than I anticipated though....
Of course. Just after I posted my question I came up with the thought that it might be related to the blue car's rigidbody interpolation mode and...
Hi everyone, the red car in the following screenshot has a kinematic rigidbody and two convex mesh colliders set as triggers. I am pausing the...
I actually already took a look into DOTS but decided against it for now as I would have to relearn a lot, e.g. how is serializing done with the...
Hi MelvMay, Because I have more than 1000 objects moving on spline based lanes. Their movement logic is quite simple and the corresponding...
Thank you. I appreciate your effort in trying to help me. :) Unfortunately I can't use Physics.OverlapSphere as my non-physical objects don't even...
Hello everyone, I'm working on a Unity 3D project where I have various objects moving along tracks in the scene. I want to implement a feature...
The ScriptableObjects are serialized but when I enter play mode Unity creates a copy of their values that are used to restore them when I exit the...
I have a small update and a confession to make: The reason why I did not want to use ScriptableObjects is that when I used it before changes made...
Ah. I see now. I actually had my reasons to not do that but I have to think about it again, I guess. I am already doing that anyway. :) Either...
I actually wasn't aware of Unity's serializer running on a different thread, so I'm afraid you might be right here with both statements...
I was trying to avoid a guid based system but I guess I am running out of options. It definitely sounds like something to consider. Thank you. I...
Thank you for your efforts but I disagree. It is definitely possible and the question is just how many different ways to accomplish this are...