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I am using DOTS and I'd like to get a list of my IConponentData structs. For example: If I have InputData struct, JumpData, WhateverData structs,...
I assume due to VelocityChange being instant it is not using time... But when I multiply by Time.fixedDeltaTime it's VERY slow, almost not moving...
At first, I did not notice and put it on Update, the movement was funny... I added constraints later and removed the Time multiplication because...
I was using the standard shader just for testing when I noticed that(Image 1): The wall and the floor overlap each other in a weird way.. it is...
This is the working code(GoodFunctionality.PNG): Walking is smooth, jumping is smooth and at a proper height, nothing is wrong. (float jumpHeight...
I truly can't explain why it behaves the way it does for me.. I will share a bigger part of the code and perhaps it could reveal what is wrong..
I just did as you said, only update adds the isJump and only FixedUpdate consumes it... same result.. As I was saying, when I do not add the...
When I debugged wheather I jump or not the jumping mechanism only runs once either way... whether I add the velocity or not... so the change of...
As I said, "isJump is a boolean effected by a space input in the Update method"
I want to AddForce to a Rigidbody, it can both move and jump. However, when I add the force separately it works. But when I sum the vectors and...
Btw if anyone's wondering how the final result looks like(I changed the code a bit since I uploaded the file), here's an example of a class I...
When you use EditorGUILayout.BeginVertical("helpBox") Whenever you do EditorGUILayout.EndVertical(); it surrounds the entire area with this...
Thank you for your answer! I was aware that Layouts shouldn't be used in property drawers, but I didn't know why, it's useful, and as for my...
So I managed to make it support an Editor too... almost.. It does regular spacing right and everything... BUT if there's a property that has a...
When I tried to google, what's EditorGUILayout for, why each is used for different things and why EditorGUI doesn't work in Editor I didn't really...
I made a Custom Property Drawer in order to avoid manually settings positions and boxes for EditorGUI, and tbh.. I am very happy with my result,...
I already wrote that solution there saying why I do not prefer it, in the worst case I will use it, but my question is if there is a better solution
So I'd like to detect when any key is pressed and determine which key. I could just do: if (Input.anyKey) { foreach (var key in...
Looking at what you say it makes sense, I just don't understand how it works then...
Then why people did things with Atan2 and etc just to find it if Vector3.Angle should've done that... oof.. Anyways, I'll check that out and...