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This is what the private field does
application defaults to the left horizontal screen, If user sets the right horizontal screen, I save the setting, and use this setting when the...
If you use CharacterController, then you only need to implement the function to check whether CharacterController is on the ground, because...
The door must be RB or KinematicRB, because all moving collider must be rigid bodies, which is a requirement of Unity Of course, you can implement...
There are also the following questions If there is friction on the ground, the character will somersault when moving Collision will cause the...
Depends on the type of game Most game characters are not directly affected by physical forces. Even if the character is repelled, it is achieved...
This only applies to non-kinematic rigid bodies
I think the reason is that when the character enters the wall, it is bounced back by the physics system.So when I keep press the forward button...
I have encountered some problems when using Rigidbody as a first-person character controller. When you try to control the character to walk toward...
The board should not be used to drive the cube to move, because the cube may touch two boards at the same time It’s better to use Unity’s own...
No need to save component name public abstract class CardBase : MonoBehaviour { public abstract IsSacrifisable(); }...
Why not use abstract class
Two ways there 1 Scriptable objects + prefabs 2 Editor script + prefab If you use Scriptable objects + prefabs, then you may need this component...
The position of the projectile
If your camera is an orthographic camera, or a perspective camera and the near clipping plane is equal to 0, then the position of the camera is...
This script can add a command in editor to clean playerprefs public class Test : UnityEditor.Editor { [MenuItem("Engine/Clean Up PlayerPrefs")]...
It is possible that when you start it for the second time, the last "NightPref" still exists, and the editor needs to clean up PlayerPrefs...
Your desk field is not initialized, it is null
maybe use prefab is better In this situation
I seem to have written this function before, you can refer to it public static Vector3 NearestPoint(Line line, Vector3 pos) {...