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Yes, it works. Quaternion.FromToRotation is the way to go.
My guess is I should use Quaternion.FromToRotation instead on Quaternion.LookRotation. Trying now.
I want a rigidbody to add force relative to camera forward on XZ axis from global forward axis. But the problem is it doesn't result in right...
Hi, I am a solo developer. Development time took more than 6 months. I am trying to monetize the game currently. Images: https://ibb.co/qyJr58D...
Why does changing Texture of Particle System using Material Property Block changes texture, but Particle System is still emitting old texture? I...
Android device does nothing. But Editor log prints: Dummy Load Dummy Show etc.
First time I've seen that happened to me. It happened right after my first update from Unity 2018.3.8f1 (64-bit) to Unity 2019.1.9f1 (64-bit). I...
Solved! The solution is to set Blit to Always. Blit was set to Never. Setting Blit to Auto may work too.
Sprites with a shared material not rendering in Android Build, but rendering in Editor. They are in game like doing collisions, just not rendering...
I have: 1. GameObject with the Canvas component. Let's call it just "Canvas". Render Mode set to World space. 2. Main camera set to orthographic....
Yes, it happened to me today.
No, it is same.
I edited my question.
I use Mecanim animation system to animate material color of Renderer and always get default value of color in script despite the color changes at...
The problem was when I created a 3D project and then switched to 2D. It didn't work. But when I created a new 2D project, it worked.
I want to move an object by mouse. The object moves only in Z axis. It doesn't move in X and Y, they don't change. I need it to move in X and Y...
I found solution. It was because I didn't add material. I am a beginner.
I created a new project and added a simple script. It compiles, but doesn't work at runtime. I use C#, Microsoft Visual Studio 2015. I did next:...
Thank you!!!
Ok, i got it.