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Hello, I'm working on a side scrolling level and I don't want the player to leave a determined area of the map, yet, I cannot work out how to get...
Yes I am.
Vector3 muzzlevelocity = transform.forward; if (Inaccuracy != 0) { Vector3 rand = Random.insideUnitSphere * Inaccuracy;...
Vector3 fwd = new Vector3(x,y,0) + transform.forward; Physics.Raycast(primarySP.position, transform.position + fwd, out hit, effectiveRange);...
It was what the team was using, and I've been trained to use Torque in a two year course. Unity has it's upsides and down sides really. But I...
Are you looking at the inspector in debug mode? Because, I believe that normal mode shows it's world rotation.
In the final stages of one now, just two weeks to go till it's presented to the stakeholders. It's not written in Unity though, it's using Torque 3D.
Have I ever an FPS? Yes, I accidentally the whole thing. To get the rotation, you want to get the hitpoint.normal. That will give the rotation of...
Hello, I'm wondering if there is some fandangled way to import values from a text file, in a dynamic manner? eg. You have a text file as...
From the hitinfo, use hitinfo.point <- that will give the exact point the raycast hit.
I'ma stick to my projectiles thanks :) Larger scale games like BF3 would be using projectiles like mine.
instant firing of rays is the least realistic approach, and is uber tacky.
giving us the code / line helps. what are your "using"s?
Basically, you just add Physics.gravity to the forward vector. Also, with regards to the projectile collision checking, you want to do that (if...
in a typical online fps, projectile hit detection would be done server side, and if the server's fps is low, then yes, it may cause problems, but...
After some simple benchmarking, I can run 1500 projectiles, what are guided onto the target at once before affecting FPS. If you used a realistic...
If your game has very fast projectiles, then you would raycast from where the player is to wherever it's shooting, but if you have projectiles...
I'm afraid I don't understand what you mean. Are you suggesting that a player be raycasting to all projectiles? Or a spherecast? I'd still say...
There's no point in doing this, raycasting ahead of the projectile is the ONLY way to do it, because it's lighter, and simpler.
Glad to be of service. Be sure to ask me if you have any questions.