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In case anyone in this thread misses it. The 2022 beta supposedly improves iteration times....
It sounds like you want to inverse transform the walking direction....
Maybe a less fun solution, but how about using noise textures and sample with bilinear filtering? This would be very similar to value noise and is...
The reason is the while loop. Unity updates the state of the control between frames, so the while condition will not change inside the "Update"...
The problem formulation is made for 2d problems, such as the mesh surface in your example, so I will assume 2d for this. If you want to define the...
I get the feeling, having read through this thread properly, that topological distance (if that is a word) may not be what you are looking for....
The standard solution to a problem like this is to apply Djikstras algorith. https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm This algorithm...
Something like this? It seems that you are already rotating the camera, as you said that the camera is properly aligned. So I just copied the...
Could something like this work? Vector2 relative = new Vector2 (pointB.x - pointA.x, pointB.y - pointA.y); float steps =...
This function seems to be what you want to do. https://docs.unity3d.com/ScriptReference/Transform.LookAt.html It seems that the example in the...
You are quite right. "targetVector" must be based on the original firing position and the target (velocity and position). Sorry about that. It...
I am not suggesting they don't take user feedback seriously. I am also not suggesting that they don't open the editor during development to test...
Isn't the underlying problem here that no one at Unity use the editor themselves? Even on toy projects, it is immediately obvious how painful the...
Below uses bold for vectors and non-bold for scalars. I may have made a mistake somewhere, but it's an outline for a solution. So assuming that...
Not an expert, but you may want to check out steering behavior. While not being (I think) a perfect fit for a space game, it could give some...
One obvious issue with the solution is that bullets fired by a stationary player will have drift = 0, so the player can then start running and...
I think you want to assign drift as drift = Vector3.Project(playerRigidbody.velocity, playerCamera.transform.forward); if...
I would use ”muted” as the only option. That seems easiest.
Yes but "CompareTag" seems like a more Unity way of doing things. Thanks!
if (hit && hitInfo.collider.gameObject.tag == "my_tag") should do the trick. You can check any number of other conditions as well. This is very...