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@daxiongmao You're my hero! Switching over to Euler angles did the trick. It's always the little things that always seem to do it. Here's how the...
So release is if you let go of LMB while moving your mouse. If you're moving your mouse up, it will throw the object up. If you're moving the...
Well I tried throwing based on the object's right, however I wanted to eventually have the player be able to rotate the object (to inspect...
I don't know if we're allowed to bump threads on here, but I am really stumped.
So I'm working on an interaction system similar to Amnesia: The Dark Descent. I've ALMOST got everything working. When I pick up an object I'm...
I ran into a similar problem as yours a month or so ago. For me it was due to the way my router was hooked up, and I fixed it using this awesome...
Please post how you solved it
Just wanted to let you know that I picked up your asset that you linked in the beginning of the thread- and everything works fine now! I have a...
Hey, thanks! Cave Story is my all-time favorite game and it's always great to see another fan! Yep, that's the entirety of my NetworkManager- no...
I disabled my PC and router firewall [IMG] and now I'm not getting the error message, but it still won't connect. [IMG] Is this something that...
Alright, thanks- when I do that I get 0 for the serverPort, and a blank message for serverIp. Does this mean that it's still trying to start the...
Hey, thanks for the reply! For some reason, I can't reference networkClient.serverPort or networkClient.serverIP. Any idea why? Also,...
A few months ago, I created a project following a unet tutorial to set up a custom Network Manager. It worked great, I was able to host a server...
I'm still pretty new to networking, but I think you're going to want to replace public bool isIt with [SyncVar] public bool isIt. That way they...
SOLVED: I was forgetting to include a ClientRPC, so the changes were not being applied to the client, only the server. Here's what I added just in...
I've been wrestling with this for a couple of days now. Basically what this is supposed to do is once the player presses "B", spawn a "ghost...
Update: Changing to ApplyDamage did not fix the problem, so there is another issue. I will look into events, thanks for the heads up
Never noticed this, I'll have to fix that when I get back. Cheers
So basically, what I have is a model made up of several different meshes and so that means I also have a few separate colliders, and all of the...
Thanks, this helps a lot!