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So I'm writing my own physics script for a basic 3D platformer b/c I like doing things the hard way (rather than using Unity's CharacterController...
I was having a similar problem with using my own physics. After a bit of debugging I was able to realize that the hit normals on edges weren't...
I fail to see how implementing an interface would lead to cpu and memory overhead. Here's one example of how implementing an interface makes no...
oh btw, I know Linq has overhead, but I like programming in it b/c it looks cool :cool:... and it's harder to write buggy code. (and for the...
Whoops, thanks for pointing that out! I'll just change the documentation. The algorithm is based off the Manhattan distance, but since it's on a...
Looking at your code, why not just make your own game engine at that point? (Also I'm very new to Unity, so I'm still getting adjusted to the...
I disagree. Look at languages like Mathematica and Matlab. Vectors are kind of the O.G. numeric collection data structure, like before programming...
This is pretty neat, and it also highlights a feature about c# which I think is really cool, but I also think it'd be cool if this kind of thing...
I don't know if this has been suggested before, but I feel like it should be a no-brainer that Vectors should implement the IEnumerable interface....