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Wow! Thanks so much for posting those instructions! I followed them and the problem seems to have been fixed! I have been waiting so long for a...
What errors are you getting?
Yes! That was the problem. I moved firstCall and acceleration out of the function and now it works! Thanks very much! And you know what, that was...
Ok. I've found the problem but I don't know how to fix it. The problem is in line 4. Every time the function is called it resets "firstCall" to...
Great. I'm glad you got it working. I feel so helpful! (Sarcasm) Hahaha. Anyway, thanks for posting your solution.
I'm not understanding why you can't see them. Are you saying that the wizard is blocking them some way?
Why do you have to use rigidbodies?
Alright. I CANNOT figure out why this is not working. I have no errors and everything seems to work except this. The variable "acceleration" is...
Ok. I have the same setup and behavior that KZex has. So I know that it is working properly. However, it is not working the way I want it to. It's...
An example of what I'm talking about is this: class className { //Define lots of variables here } I guess it would be a subclass of...
Hey everyone. I have a question about classes in JavaScript. I know how to use them in the code but I want to know how often you guys use them in...
Actually, I still have not been able to get the correct effect like in the Lego game. If there was a way to mask part of what one camera saw and...
I think you should use this: if(networkView.isMine){ //Move the player }
Ok. I understand everything you are doing, but are you normalizing the view-port at all when you do this? If not, how do you get both cameras to...
That seems a little bit more involved than then what I was hoping for. If that is the only way I may try to figure out how to do that....
Anyone? If my problem is unclear, let me know so I can fix it.
Hey everyone. There is a project of mine that would benefit from having a split screen for multiple players. I know how to split the screen but it...
Actually, you don't have to remove the colliders. Just set them to ignore raycasts. In the Inspecter, under Layers, select Ignore Raycast.
Where is the variable TargetVisible declared? In the line of code that says "if(TargetVisible)", are you referencing a function or variable?...
Oh. My bad. Well then you could always check whether or not they are within a certain distance of each other and if they are, consider it a...