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It's in shaded wireframe mode. I was using it to check if mesh is generated correctly or not. (like culling issue, triangles generated..)
I'm able to generate mesh plane by providing vertex count along x & z-axis. i.e, x_count for x-vertices and z_count for z-vertices. So, total...
I have a smoke particle system with Trigger Module checked with enter in Callback mode. And another Gameobject with a script. The script contains...
A function which takes an argument of type Quaternion. void XYZfunction(Quaternion rot) { } Yeah, the function needs this value for rotation...
There is no need to normalize projectileVector, if you do not multiply sin() & cos() with radius value. You simply can remove radius value
No, it wasn't actually for rotating any object. The purpose was to store value(which will update at every call) and use it for a quaternion...
Thanks a lot, i tried void Clockwise() { float zrot = View.z + clockwise; View = new Quaternion(0f, 0f, zrot, 0f); } It worked !!!!
Quaternion View; float clockwise = 90; void Clockwise() { Debug.Log(View.z); // shows equal to zero as expected View =...
The code was for rotating camera about a free point with "Mouse X" value, with the formula ( rcos(theta), rsin(theta) ). The value was around 10...
yeah, i know that. But what i needed was a function that can round off the value upto some decimals. Basically i was trying to rotate a camera...
In console, it's showing the value of Mathf.Sin(Mathf.PI) not equal to 0. Is there any other way to do so.