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Does anyone have any ideas?
Marked this as resolved and moved discussion to another thread.
In my FPS game, zombies should not be able to steer around obstacles placed by the player during runtime and instead bump into them, meaning those...
Ah, I figured it was just there for comparing, I guess I never really bothered about it since I always just use BoolX == BoolY for comparing.
Interesting, so if I understood correctly, the MainModule.loop property uses it's get and set functions to reference it's native code where it...
Just a heads up, this is not a question asking for help to solve a problem I am having, rather it's a question as to why a certain solution worked...
No, I remade the movement of my game using CharacterController instead.
Sorry the late reply. Do I really need to go after that to add such feature? This feels like a really makeshift solution to something that would...
Yes. The zombies have rigidbodies.
I specified that I tried OnCollisionEnter and OnTriggerEnter and neither worked. The former is never called while the later doesn't show up as a...
I am creating a simple FPS game and the zombies are controlled using NavMesh agents. Initially, I thought that if I added colliders in the scene...
Sorry the late reply, yes this seems to help. It appears using Unity.AI.Navigation is necessary to have the NavMeshSurface, which is odd since in...
I still didn't find a solution to this, does anyone have an idea on how to fix it?
Yup, that fixed it! Works perfectly now, thanks for the help.
Yeah I thought about this but I was sure I read somewhere that Mathf.Sin returned in degrees... Until now that I just read the documentation of it...
Isn't light a physical phenomenon? I study light in physics class not art class lol.
For some reason, when I try to change the intensity of the light of the Sun so that it is reduced when night comes, instead of following the...
Thank you for the help. I am following this tutorial and ran into a problem, for some reason I can't reference the NavMeshSurface object in my...
I already have scripts for the enemies to "forget" the player when they get too far, but I am not talking about distance, I am talking about...
Any ideas?