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Thanks a lot, I hope this will help me out in the future.
Okay, so i found a janky way to do it reading this thread on the unity forums:...
Hi, I'm trying to get the behaviour of the GetKeyDown method of the legacy input system. This behaviour would look something like. I hold down the...
Don't put anything related to controls in FIxedUpdate. the Update methode is meant for that.
Thanks a bunch for all the help guys, I'll try and implement all the suggestions today and see if I get the wanted behaviour!
Hello there, I am trying to make a ball roll on a terrain, when I take my hand of the controls the ball should slowly stop but it doesn't it...
Think I fixed it never mind if ((Mathf.Abs(KmphOther - Kmph) > 7.5f || /*KmphOther < 5f ||*/ hit.distance < Offset) && KmphOther < Kmph) I...
Hi, sorry for the descriptive title. So I am making realistic physics based traffic. I want my cars to brake with raycasts only when the speed of...
@palex-nx Indeed thank you for the help!
@palex-nx Yeah I was thinking this as well, When I apply like 55000 newtons to the car it will move but then it will put intense pressure on the...
Hi, for the sake of everyone being able to help me troubleshoot use the carprefab in the standard asset. The problem I have also applies to this...
Hi @ryanc-unity any update on the branching feature?
Ah, okay. Gotcha, Thanks for the help! :)
Thanks a million, it worked like a charm :) a follow up question though, When I hit play the items get created but when I exit playmode the items...
So I have a vector3 Array with a lot of points that follow a roads' center. What I want to do is create primitives at those points so I get nicely...