A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Yay for resurrecting old threads! Sorry, but obviously I can't get this shader to work in 3.2 Anyone know an easy way to make this kind of...
Create a Prefab for your Cube, place this script on the prefab make a custom tag, apply that tag to the prefab (ie ClickObjects) var clicked :...
A few quick questions: - Are you running this an OnGUI() function? If not, it won't respond as you're expecting, as in, at all. - Did you notice...
Touche, I always forget that :S
Unity Develop IMHO
Yes, but it depends on what you're trying to do. If you want to blur the whole screen, you can get a fullscreen shader, or if you're trying to do...
Rather than doing that, I would do a script ON your prefab. So, make a script, attach it to your prefab (or add it to a current script) and have...
http://forum.unity3d.com/threads/82493-Face-forward-based-on-rigid-body-velocity following that would be my best advice, as far as facing...
I am just as confused as you are. Also, why are you casting 2 units away? Why not just do a function OnCollisionEnter( info : Collision ) and get...
Yes. I just wrote a whole thing out about how that's an efficient way to do that, then hit the wrong button. Long story short, yes. That is a...
My best advice is using two functions, like so function Update() { if(Input.anyKeyDown) { //Now check if your key is being pressed if...
How so? I am curious for my own musings. Never used DontDestroyOnLoad before.
this.transform.rotation = Quaternion.LookRotation(velocity, Vector3.up); //Make the object always face the direction it is moving in that should...
Quick question: Why the raycast? What kind of information are you trying to get? I'm sure there's a more efficient way to do this. If you're...
static function Slerp (from : Vector3, to : Vector3, t : float) : Vector3 Note that the function for Slerp needs: - A start location (Obviously...
Just wanted to say: This works great. It took me a bit to get it implemented correctly with my current code (had to reprogram how movement was...