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The bug response was as follows: we were able to reproduce your issue and unfortunately, the Universal RP 2D Renderer does not have VFX support...
I submitted a bug report a couple of weeks ago. Today I got a response as follows: we were able to reproduce your issue and unfortunately, the...
Me too. I submitted a bug report last week - not picked up yet.
I don't know the answer, but I think you should be doing AddForce() in FIxedUpdate() rather than Update(). Not sure if it will make a difference,...
If you want to apply a force of 1 m/ss, then you would call AddForce(0, 1, 0) for the appropriate amount of time, i.e. 50 FixedUpdate() calls if...
Your physics step is probably 0.02 (i.e. 50 times per second), so deltaTime inside FixedUpdate() will be 0.02, i.e. thrust is being divided by 50.
Yes, I think your original idea works and is what Craig Reynold's seek algorithm is. I would question whether you would know the...
Doing those prediction loops looks pretty inefficient. Did you try, per fixed update, getting each enemy to just predict where the player will be...