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Still cant quite work it out. Is there no one that can help?
Having replied it looks like the reference for the atan angles dont actually use a direction but rather a point. I assume atan uses a fixed...
Updated original post with working images. Added a key for the lines in the images. By vertex ordering I mean ordering clockwise from the left...
Hi. I'm currently working on a field of view mesh. The difference with most is I'm building the bulk of the mesh from finding collider vertices,...
Thanks for your reply! I was hoping to not have to check for every colliders type around the object and run different logic for each but its...
Hi. I've been trying to get the vertices of any Collider2D collider to use for a mesh generator (fill in gaps essentially). I found that...
Thanks for the reply! Indeed thats how I've been building it thus far, either through an 'EventFilter' component on each object that centralises...
Hi. I've spent the past few weeks trying to implement a buff/debuff system but I keep rewriting the system as it becomes too complex. For instance...
Ahh thank you, ericbegu! Only had a moment to play with it (only really get time to gamedev on the train to and from work) with a couple of small...
Hi, I've been bashing my head against the desk all day now and though I'd ask here. I am making a simple 'attachment' system where I can attach a...
Looking great! Your voice is perfectly understandable, dont't worry ^^.
Any update on this project? I've been eagerly awaiting its release! :3
Hi all. After looking through the docs and code I am stuck trying to find a clean way to join/merge terrains (of fill type) together, either by...
After months of frustration with the lack of built-in sprite support; a sprite system choca-full of polished features! Very much looking forward...
Hi, I have a series of distancejoint2d's forming a chain and at the starting link, a linerender is attached which draws a repeated material over...
Sir, you are an anti-headache a god-send :3 Works exactly as needed, thanks!
Hello. I am creating a 2D platformer fully using the 2D Physics engine. However I am stuck on how to implement a jump pad that modifies velocity,...
As it stands, The character simply moves by testing the direction of the next node with : AIEntity.cs public virtual void FixedUpdate() {...
Hi. I'm trying to make a *simple* 2D platformer AI that will run and jump. My map is set-up with nodes that are linked with a type that describes...
Hmm that looks interesting, will have to play around with it. Thanks! What I am looking for advice on specifically is to be able to control...