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So I'm using unity's pathfinding engine for AI controlled units in a super light RTS type game. I've been testing pathfinding with 2 units (one...
I'm trying to use OnMouse events to do various things (OnMouseDown/Drag/Enter/Exit). All of those events only activate in relation to the...
bump... seriously, this problem is infuriating. I've tried setting the second camera to ignore raycast, that didn't work. I tried switching the...
Edit: So it's not fixed... still need help...
There are entire games revolving around reversal of time (look up Braid). You won't find a simple "how to" on time reversal.
anyone? I read in a post back in 2006 that they "fixed" this as a usability issue. That leads me to believe it's fixable, but I can't seem to find...
this is pure awesome. Wish I would've found this last year when it was posted.
So I have two cameras, one that is doing a render texture to a target, and one that functions as the main camera. I have OnMouseDown events that...
hah that is awesome! Nice work
Figured it out... Needed to add * Quaternion.AngleAxis(-20, Vector3.up); to the end of the line. That added the necessary rotation no matter the...
the local rotation makes no difference because it is the parent object I'm changing. I actually changed that to normal .rotation because there was...
So I'm trying to do a flamethrower effect on a 3D model. I have the effect emitting properly and I have the following line for setting the...
holy crap this engine is amazing! Watched all the tutorials and love the way it is handled. Very little actual coding needed for prototyping and a...
I took out the != null signs (didn't do the other stuff because I didn't entirely understand it) and my game ran spike free. I was actually pretty...
Hey, thanks for the in depth reply. My game runs at a nice framerate w/o the profiler, but still gets the same stutters (which are much more...
I'm working on the optimization for my game and it's fairly solid, but I still get spikes here and there that need to be dealt with. When I run...
Oh man that's extremely handy... Good to know. That makes much more sense to me than the Unity reference. Thanks again, you've been a huge help.
God... You are a genius lol. I have seen a bajillion and one different methods for dealing with pathing, but none have been as simple or as...
I have a simple pathing method in my Tower Defense game that is the following: IEnumerator MoveForward(float moveSpeed) {...
Yeah sorry, I was thinking he was asking me if I had a shader script. I'm using Transparency -> Diffuse for my tiles. I can't really change that...