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Well, I'm an idiot. I had FixedUpdate instead of Update, but how come I can't use FixedUpdate for this?
Hello everyone, I am back from a Unity hiatus, but I am having a very strange problem. Apparently when I run my code in Unity, everything works...
Use an overlapping sphere to find if the enemies are within the specified distance. If they are, use an A* algorithm to calculate a path to take...
Just for future reference, this is not the right forum. And never show uTorrent in your taskbar while you have an Autodesk 3DS Max window up,...
Uploaded version 2.0. Enjoy!
Sorry, I guess my edit was a tad late! In other words, maybe you should create a trigger where the end point is, and on collision stop?
The problem is that, when you're comparing these two things, they have to be exactly equal; if the two variables aren't exact, then it will cause...
I think you mean, when you get closer to a wall, the guy sways to the left, so it appears as if the character is holding it sideways, thus...
Try this: http://forum.unity3d.com/viewtopic.php?t=57298&postdays=0&postorder=asc&start=0
Is jumping always equal to true?
I'm always fearful of doing things like this. I always feel like there's a better way (been programming for... 4 years?), but this is all I got, heh.
if(Input.Getkey("space") jumping == false){ object.rigidboady.AddForce(Vector3.up * jumphight); jumping = true; } Then when they land,...
Add a variable when you jump, jumping = true; then when you land, jumping = false. Max height of jump can be attained through gravity, or if...
Have a look here: http://forum.unity3d.com/viewtopic.php?p=244152
To do that, you would need to use an external Windows dll. The only way to do it in Unity is via functions. EDIT:...
Err... x always = 5 in that script, nothing would change.
The way I do this for my Main Menu is to have booleans. if(object1.selected == true) //GUI code here That way it will only show the GUI for...
No problem :P.
No you wouldn't. The function would execute if bullets was less than 1.
Yeah, you would do: if(Input.GetKeyDown(KeyCode.R)) { myFunction(); } if(bullets < 1) { myFunction(); } } function myFunction() {...