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I am working on a project which loads user-supplied levels on the fly. Part of this process includes loading an image from the hard drive,...
Doesn't zero mass equate to infinite mass as far as Unity is concerned?
In my project I have a spot with a square elevator platform and a square shaft of the exact same size. At the bottom of the shaft is an entrance...
I'm working on a project. This project uses a library someone else created which relies on a couple classes in System.Drawing.Imaging. Problem is,...
As I said, the thing that would be a trigger is moving. From experience that doesn't work. Some form of cast might work though.
I'm trying to make an explosion. It works mostly as intended, however making the explosion ignore the player collider on collision enter still...
Please use code tags. (https://forum.unity.com/threads/using-code-tags-properly.143875/) I guess I'm confused as to whether all enemies are...
If you want a single layer, then the layer mask only has one bit set. I don't see why they can't extend that and make all layers work on a "one...
Layer is number, LayerMask is bit. Got it. I think. IMO they should pick one and stick with it for the whole engine. Would make life easier.
I gave my project a few raycasts early on. These used a layermask of i.e. "1 << 16" to get layer 16. I then went to do the same thing with...
Something to consider: Make sure your verts are properly welded. You need to have hidden vert selection enabled in order to weld verts that are in...
That might work. Another thought to consider: How would you expand it to a sphere rather than a circle?
That's what I do currently, but that requires either that I spend an eternity calculating where the trigger should go to accurately represent the...
The room is fairly complex, but has a relatively small entrance to check through. Before the room's renderer is enabled: (the renderer is meant...
Yeah.
I'm trying to make a system where a room will do something when the player can see it. However, the camera system means the player can see in all...