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I solved my problem, although it's not pretty. Would be much better for Unity to expose the PxSceneDesc::ccdThreshold parameter. But for...
Thanks, speculative does not suffer from this problem! Though it comes with some drawbacks. After some testing, I noticed the issue mentioned in...
+1, my game also needs access to that parameter. There are situations where the performance penalty is a small price to pay for higher quality...
There was a script moving it, but I've reproduced the issue without it. I attached the repro project. I'm using version 2021.3.15f1. Hit play...
When my capsule collider rigidbody (height 2, radius 0.5) vertically collides with a static box collider at a speed of 41, it penetrates it by...
What are the additional problems you've experienced? I've seen a "target.requestPointerLock(...) is undefined" alert dialog pop up which is...
+1, it would be great to have support for this In the meantime you can try the solution from my comment on another thread here:...
I think this works, but I can't be sure because I haven't been able to reliably reproduce this bug on my machine. In your WebGL build directory...
Annoyingly, this isn't possible. In web design you're always dealing with units of 'pixels', but on many devices they aren't actual pixels because...
I'd move it to LateUpdate and disable smoothing if the player is too far away. void LateUpdate() { Vector3 targetCamPos =...
The issue here is gravity. In real life it is impossible to toss a ball in the exact same arc at two different speeds because gravity always...
Give the player activated abilities that consume a resource Put the player in varied situations that encourage the player to change up their play...
Definitely B, relative to the camera
This is messy, lazy, untested code, but hopefully it will get you on the right track. Vector3 relativePosition =...
Bah, that's outdated. Here's an up-to-date scientific chart of the classes of a modern first world country, made by scientists. [IMG] See, the...
Haven't tested it but something like this: Vector3 rightProjected = Vector3.ProjectOnPlane(desiredForwardVector, desiredRightVector).normalized;...
Solved it. Both the LeftEye and RighEye cameras had to be offset from center by half of the distance between the player's eyes. That distance was...
I am trying to replicate Google Maps's locomotion method. Well, not the movement exactly, but the way they render a static scene in your...
I had this article bookmarked, but now it's gone and I had to use web.archive.org to find it. It seemed like a great article to me. Shame it's...
The closest vertices are about 0.02 units apart. EDIT: I seem to have solved the problem while working on something unrelated. In Blender I...