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Awesome. I haven't thought about creating a timer. This works very well and it's very intuitive for me. Thanks!
I see, so this is kind a compromise between Kurt and Baste solution? Instead of a script for "wait and action" this one is specifically for "wait...
This is what I initially thought it could work, but it doesn't. In hindsight it is a very naive approach but I don't see why the logic is so...
Wow I have never used an external script to do this kind of stuff, do I have to change anything in the script or is it just the parametres when I...
I have tried to follow other similar examples I found, but without success, so I try to present you my problem . When my object...
Alternatively I have to rewrite the character controller to be for a kinematic body. and everything will follow suit since now I don't apply...
Well I guess now a good question would be: what kind of joint/constraint technique should I use on the object I want to carry around so that it...
Turns out it's a bad idea... the player is just pushed sideway when the faux spawns. Okay well onto making the game's physics proper as you suggested.
I think I understood, but I have also considered how I coded the game so far. Making the pick-up objects to be dynamic would give me a quite few...
I understand collision has different meanings. I guess in this case I meant "stop a kinematic body with another one". I updated the title accordingly.
This is how the whole thing works now, it's extremely rudimentary I guess... The Object is the Int_Molecule Clone here, when is collided it gets...
I mean that if I leave it dynamic while I take it with me it goes wherever it wants :O I can try with the constraints for target joints, a new...
Hi. With my player (dynamic) I pick up an object (dynamic). To carry the object around I make it kinematic, but then it won't be stopped by the...
Oh, useful! thanks!
Thanks Kurt, The profit was great, I now write you from my yacht. This is the code that allowed me to make the profit happen: private float...
I have adapted the following script from a tutorial. It allows to hold down a button and increase the force with which you throw an object. In...
Old onto your papers: this is how I solved this, with a little help. What I do is I loop throw the molecule and remove them from the explosive...
[ATTACH] This part of script allow me to attached these "molecules" gameobjects to the player, so to manage them I store them in the list...
You are right, that was an easy one. I should really rely on myself for that kind of things. Troubleshooting 101
I am probably implementing this the wrong way because I get this error: [ATTACH] Should have I declared it somewhere else?