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public LayerMask worldLayer; void FireLaser() { Ray ray = new Ray(transform.position, transform.forward); if (Physics.Raycast(ray, 10,...
if you do not want a smooth movement, How about using getAxisRaw?
put OnGround Field on Class, not FixedUpdate
make card's child Object, Lets call this as a 'Body' give Body a component that you want to increase, ex) sprite, text, Collider now delete the...
I strongly disagree using spriterenderer instead of UI image if you going to use Mouse Event. anyway, if you just want your sprite increase,...
first of all, you basically did this void Update() { void FixedUpdate() } if you still does not understand, reply me.
in fixedUpdate you have to use Time.fixedDeltaTime, not time.deltaTime. this one goes to Update. and your script is correct enough, good job.
if you are using unity 2D sprites, try using particle System => onParticleCollision....
destoryed gameobject influence lifeAmount use boolean to make it once, like bool isDamaged; void onTriggerEnter(col Collider)...
check the raycast function on " 1<<8 " Im quite sure that is not how it works, also try using void ondrawgizmos draw.gizmos or...
Insert Code here if(hungry) eat; else do something
[ATTACH] bullet always goes one direction, because that's what the normal bullet does. you have to make Instantiated bullet follow the rotation...
umm try jump Optimization to Update I think the problem is gravityScale that could not follow the character rigidbody.y and stack off the jump...
try putting" isgrounded function", "Jump()", to update
because you didnt reference the bullet I thing you just addforce to a player or gun or something anyway to fix this, try making script for...
check the collision of both player and enemy is set on Trigger or Layer
try distance
and do not add jump in fixedupdate, fixed update doesnt work very well in sudden action
do not add InAir bool at collision enter, when player touch wall it can jump infinte
I think you should check out Physics2D - friction