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Also suffering from this issue. I'm using oblique matrices for stereoscopic rendering (to render 3D anaglyphs), and have objects flickering in...
No worries. ;)
Yeah, using Time.deltaTime in FixedUpdate will return the fixed timestep with respect to the time scale. @Japsu By the way, as gravity is an...
palex-nx's solution seems quite interesting. Though it would most likely only be able to support 1 touch. (I'm don't think it's possible to set an...
There appears to be something wrong with your Android SDK setup. Try re-installing it. Also in future, don't just post some massive error and...
Yeah I forgot this would be for a mobile game. I guess most manipulation of any vertex is quite expensive. I honestly cannot think of any other...
You could try get each vertex of the mesh with the Mesh.GetVertices method, convert each of those world-space positions to screen-space with...
Alright, So basically I was exceeding the digit limit for 32-bit floating point values. Thanks for the clarification.
Hey guys, just thought I'd share this as I'm not too sure whether this is a bug, a precision problem, or if I'm just doing something wrong. So,...
Hahaha, you're welcome. Good luck fixing your game ;)
Do you mean something like this? if ((this.direction > 0.1 && this.move) && !facingRight || (this.direction < -0.1 && this.move) && facingRight) {
Well, what value do you want to compare that's related to BtnMove? 'direction'? or 'move'? public void BtnMove(float direction) {...
By default, Time.fixedDeltaTime is always like 0.02 or something. (And doesn't change unless you change it.) It should only be used for physics,...
You got that error because of these lines: if (BtnMove > 0.1 && !facingRight || BtnMove < -0.1 && facingRight) { And if (BtnMove < -0.1 &&...
Okay, yeah maybe try adjust your offsets to be based off the screen width and height. https://docs.unity3d.com/ScriptReference/Screen-width.html...
You mean like give the camera the same position as the player? You could just set the position to be the same if that's what you mean. You're...
Try setting the player camera depth to like 5 or something, and leave the others as they are, if that doesn't work then I have no idea what else...
To use transitions you need to create them in the Editor, and they will automatically execute when that animation is played....
Hmmm, yeah that could also be a problem. Have you set the 'depth' property of each camera? Maybe set your player camera to have a higher depth...
Alright, first test to see if this is the problem: comment-out all calls to this function so there is no background, and run it on Android. If...