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If you want physics reactions, then add forces. Each part you create with its own Rigidbody should at minimum get an initial velocity assigned at...
The arguments you pass to Instantiate() can be calculated values. You can construct a new Vector3 by adding vectors, or by providing the X, Y and...
Pretty much every "how to animate" tutorial on YouTube covers this. * Put an Animator component on object * Create an Animator Controller asset...
Next time, format your code using this. It's not too late to edit your initial post, either. [ATTACH]
There's a Like button on every post so you can express appreciation without dragging old dead threads up in everyone's feed.
To answer the actual question: the Editor wasn't designed for it. The "single thread" that drives all the execution of all the C# code in your...
Is the "Easing" node a custom function, maybe one of the free assets out there?
It really would be great if we had an overall scalar modifier like MousePods was expecting, which carried through the emission rates of ALL...
They're not functions, they're classes. You don't "call" a Visual Script, just like you don't call a MonoBehaviour class.
Stop changing stuff! Fix this! Improve this! Support this! Make it more organized! Stop changing stuff! Man, some people are just born...
Yeah, read posts #8 and #10 where the supposed benefits of fail-is-faster evaporate.
I also want to say, unlike some other languages, the use of try { } catch { } is an expensive operation in C#. As much as possible, do the checks...
If you're just looking to split multiple islands (Blender's "Loose Parts"), then you'll have to work out which triangles belong to each island...
The Mesh/MeshData classes are documented here: https://docs.unity3d.com/ScriptReference/Mesh.html It's straightforward: a mesh is an array of...
The years prior to the Apple Silicon, you would actually install enough memory for all processes, and swap files are an odious fallback to save...
It's not a trivial calculation to write it as a formula. It's based on a weighted average of the distance from your input 2D value to all the...
To get an OnTriggerEnter() message, the following must be true: * either object needs an OnTriggerEnter() method * both objects need a collider,...
The code looks functional, although I have several things I would change. For this issue, though, a Coroutine will stop running if the object you...
Yup, I was giving you that chance to start communicating with Unity. IG is your product dependent on their platform. Best to be compatible on...
Kudos for stackalloc, but if you're going to calculate all those arc coordinates, you should cache them so you don't have to calculate them on...