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Wheel collider is not a collider, it's just a raycast down to ground.
You should go to read ExecutionOrder. Learn how to Google. Read Unity document for those functions... Well, about Input.GetKeyDown(KeyCode.D) that...
Yo man. cam.transform.TransformPoint(Vector3.forward * distance) == cam.transform.position + cam.transform.forward * distance; // and...
I guess that your rigidbodies intersected with ground and without gravity a little force can cause them flies away.
Write your game structure and execution order from start to end, then decide where singleton should go and blabla.
Just test it man, i move 123 static colliders + 1 rigid body in my mobile game and it fine.
Rigidbody.Something methods in FixedUpdate() loop will respect to collision.
The basic idea: You will need a WheelColliderParent.cs and a WheelCollider.cs. WheelColliderParent.cs (attached to rigidbody) will send collision...
You must use Physics.Raycast() in FixedUpdate() and store the result in a variable for later use in your Update() or other function.
My current code:SubShader{ LOD 100 Tags { "Queue" = "Transparent" "RenderType" = "Transparent"...
One line code?, better put them in the curly brackets for safe.
So, im struggling for week in this problem, cant get my head over. Can any one analyze the force when a wheel go down hill with brakeTorque +...
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd =...
Hi, i have created my custom wheel collider and every thing work as expected, but there is a thing that crack my mind, it is calculate wheel...
If you have 3 points then you can get normal using Cross product, it faster than create a plane. Vector3 normal = Vector3.Cross(B - A, C -...
Update is fine, i like update.
I think it better to create your own Initialize logic. In my game i create an Initializer.cs like this: public class Initializer : MonoBehaviour {...
Just use profiler and test it.
I think you should try create a foldout yourself.
This is Remap function, remap target from [a, b] range into [x, y] range. public float Remap(float target, float a, float b, float x, float y) {...