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Thanx Eric5h5 getting closer ... although still struggling a bit ... would you mind looking at this code and telling me where I'm going off...
Hello Sorry if this is dumb and anoying How do I use the GUI.IntField .. I don't get it ... can someone point me in the right direction???...
um ... fixed the artifact problem although I still get the error message prior to building player
I suppose u could check if the players co-ordinates are within a certain distance of the objects center ... I'm not real good at this but maybe...
I am working on a project at the moment that uses a damaged mesh script to change meshes according to damage level ... and keep getting an error...
I've updated the physics for ai and player cars ... but I'm not sure about the feel now .... sigh ... tweak tweak tweak ... are there any feature...
try it now ... 1, 2 or 3 update cam positions or alt keys z, x, c will also damage mesh seems to be working a bit better too ..
Updated the steering and car weight. Updated the aicar bahavior. Tweaked the car editor. Here's the link AzaRacer
Cheers for the feedback ... Yeah I'm thinking through the issue of street map or gui arrows etc ... appreciate that Not sure which car you mean...
K .. Updated to unity3 ... with .. 3 camera positions to choose from and the beginnings of the car physics editor any feedback welcomed here's...
cool that's great feedback I'll have a play around with car physics and camera options .. could easily build a camera selection to meet gamer...
Thanx MoG Exactly the sort of encouragement I needed.
So upgrading from 2.6 = extra features and compatible projects? I'm just looking for reassurance that it's better not worse!
Forgive my ignorance .... I took my eyes off the game for a while Is the new free unity3d v3 = indie unity3d v2.6? What happened? grrr
It's using the 2.6 player (I haven't updated to 3 yet)
Hello to the unified. I've been developing a racing game, and although it's a way off from being finished and has a few bugs and unfinished...
yeah it's all a bit of brain strain some days so don't worry bout the q's ... that's part of learning ... ultimately there's usually multiple...
maybe try updating currentWayPoint within your patrolAtStop function ... and where do you update the goingForth variable?
maybe .. is it the collider/trigger you're using to call the trigger function .. is that the same settings as the other enemy gameObjects that work?
just try taking that off ie guiText.text = WinTime;