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I'm trying to use this (and even downloaded the unitypackage example scene) and in doing so ran across the following issue (attached) where a...
Thanks for the update about the smoothing, I guess that leaves me to modifying the shaders a little more and setting up colliders decently. I...
I think the issue lies with the normal rotation, because it's not smoothing out between both faces of the cube. Something to do with how the...
Well that fixes that portion! Thanks, much appreciated. Now the only issue is the decal texture stretching around edges and cutting off at edges....
Thanks for taking a look. The reason they're a little mixed was due to experimenting with it - as it doesn't seem what I put as the forward/up...
Well, I'm not instantiating a projector per shot - rather adding it to the current system that the BulletExampleJS.js has. I've looked into an...
You mention buying a devkit from Microsoft, one would assume you're doing so in order to stray away from unity and use unity purely for a demo....
The naming convention should be: and so forth Read the following docs: Animation:...
Firstly, thank you so much for your decal system! From instantiated planes, to expensive projectors - and horribly looking into mesh...
http://docs.unity3d.com/Documentation/ScriptReference/index.html
I don't actually understand the question, Palai - since you mentioned splines, but for a manual setup of what I think you want.... Couldn't you...
Create a new thread and post your code with some info of your basic scene structure setup.
How many assets are you loading? (Meshes, guis, materials / textures, instances...Look at Atlases, sharedMaterial, inspector compression/texture...
As Landern suggested, however in combination with mobile touch - use raycasting?...
Are you doing a tag comparison check, to make sure only the player is initiating the OCE call and not other objects?
Could be that you're using yield WaitForSeconds - it ruins more than what it's intended for imo. Perhaps InvokeRepeating?...
Scene setup: A series of lights are in usage, say about half a dozen thus far. All lights only affect one layer tagged as the level or terrain,...
Well, you could start with a raycast - it's easiest and safest bet it'd work correctly, without too much fuss:...
This is because you're destorying the prefab gameObject, thus it cannot be referenced any longer to create a new instantiation of it. You want to...
You could add a raycast in the forward or behind direction (likely moreso forward) of each car model and do a tag comparison. For example, CarB...