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This is exactly what I was looking for thank you!!!!
I really thought about this, but I didn't made it because I was afraid of messing it all up and doing a big memory leak xD
Just found out that the problem is being caused by rotation, these moving objects may be rotated. and the InverseTransformPoint seems to mes up...
If I do only that, it returns a point near to 0,0 as I said on the question. And if I force the object to 0,0 this is where the point is: [ATTACH]
The red dot is where I clicked on, and the black dot is the sum of the Transform.InverseTransformPoint() and the movingPiece position [ATTACH]
I have made exactly that, and as I expected, it returned a value next to 0,0. Then I thought that I should add the result of...
I have a Raycast that hits an object once, and I'd like to know how to always determine the position of the hit, after the object has been moved....
I managed to fix it! Basically, I got the normal that my raycast was pointing to, and did a Vector3.Scale() between the collider.bounds.size and...
I think I understand your idea, but I do raycasts because of the drag of the object, and I use raycasts to know to which piece I should fit in, if...
For me to explain my problem in a easy way to understand, I have to explain the mechanic as a whole: So, I'm developing a game, where the player...
Hi there, I'm having trouble creating a new custom audience and could use some help. Specifically, I want to use a property that's captured...
I think you can use a world canvas, with this you can set the sprite to always be rotated facing the camera....
For anyone who finds this thread I recommend going to this one instead:...
Fixed. The problem seems to be because i was using another unity project to export my bundles. When I did it on the main project it worked.
Hello, I'm having a problem to load multiple assets from a single asset bundle. Here's the code I use to create the asset bundles: static void...
Thanks for this, it wasn't perfect as you said, but removed the big light focus, I will use this as an alternative solution for now, and try to...
Unfortunately changing the scale on lightmap didn't had any changes.
Both Texel Validity and UV Overlap in either, before and after the issue are getting me the same results. [ATTACH]
I noticed that when i place the new lightmap to a edition tool, such as gimp, the parts that have the artefacts was transparent. [ATTACH]
This is the previous lightmap (the one that works) [ATTACH] This is the new lightmap (the one that doesn't) [ATTACH]