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Nope, no fix for this yet I'm afraid.
Thanks for sharing what you found! The edge colliders fixed it for me as well.
Hey, I've been having the same issue. You can check out my thread here:...
Hm.. while there definitely is a bug with OnTriggerEnter2D being called more than once, OnTriggerExit2D works fine for me. My workaround for...
Has this been fixed with 4.3.3 ? I still seem to have really weird things going on when rotating child objects of flipped sprites.
Line 9 only get's called if you accidentally create a second SoundController, which should actually never happen. Even so, all it does is destroy...
Yeah you could do it that way. A singleton would be easier to work with though: public class SoundController : MonoBehaviour { public...
rigidbody2D.AddForce(transform.up*speed*Time.fixedDeltaTime); Try changing it to this. you might have to change the "up" to something else,...
void LateUpdate () { spriteRenderer.sortingOrder = (int)Camera.main.WorldToScreenPoint (spriteRenderer.bounds.min).y * -1; } This...
As I said, I don't change the sorting layers, but the Order in Layer. Let's say the center of the castle has a Y coordinate of 10. That sets the...
Hey, I just posted this in another thread as well but since it's the same question I'll answer here as well: The render order determined this way...
Here is how I solved it for my game: -all foreground elements are on the same Sorting Layer -each element has a script attached, that changes the...
Yeah I would have done that too but since I'm generating levels at run time it's sadly not an option I think .
You could try doing it with Sorting Layers. Something like BackgroundLevel2<BackgroundLevel1<CurrentLevel<Characters and use the Order in Layer...
Hm.. thanks for the tip. That doesn't seem to fix it for me though, also tried playing around with the Friction and Bounciness values but he...
Hello, I'm currently having issues with this, not sure how to solve it: Setup: Top down, tiled Character with 2D box collider+ rigidbody,...
transform.translate doesn't check for collision. If your character is moving so fast, that he moves from one side of a wall to the other in one...
Try turning off isKinematic. For some reason isKinematic also disables collisions and triggers when used in 2D. It's been causing me trouble too,...
Try something like this: Vector3 rotation=Input.mousePosition - Camera.main.WorldToScreenPoint (transform.position); float...