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Thanks for the reply. I actually tried both 0 and 255 and got the same result. Any other ideas on the problem?
So I've been trying these shaders out and the rim lighting shaders don't seem to do anything for me. I'm using one directional light with basic...
That link doesn't seem to work for me.
Also if it helps I'm using 2D Rigidbodies.
The thing is, its somewhat of a platformer so I want to be able to double jump. The reason I'm choosing to use rigidbody physics is because I'd...
While working with rigidbodies this has become my main issue with using things like AddForce. When I say, want to use it for jumping it will take...
Thanks, that worked great. I ended up just putting empty Spawn components into the prefab after you gave me that advice and that worked well too!
Looking for a simple solution to this. Right now I have a projectile that spawns at a direction based on what im facing, and I simply want to...
Changing Max Speed for Idle did the trick, thanks again!
I'm using the HeroAnimator2D as a base but playing sprite animations using Sprite Factory. As for the animation events, I do indeed get a sliding...
Is there any way to make the CharacterState change from falling to idle sooner? There is a bit of a delay when I land on the ground and I dont...
Thank you very much. I didn't even know bools could be used like that. I actually learned something. Appreciate the support, great work on the...
Thanks for the reply. I've tried the first method like so: using UnityEngine; using System.Collections; /// <summary> /// A simple...
Forgive me for my late follow-up question, but how would I reference IsGrounded from my character? Would I use GetComponent?
Thanks for the help, was exactly what I wanted. Feels a lot better now!
Is there any way to make the character rise and fall faster when jumping? It doesn't seem like fall velocity is doing anything. I'd also like to...
Hello all, I'm posting here since this seems like a very Unity-specific problem. This substance I made does not seem to work correctly in Unity,...