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If the callback script is on the coin, you could also set a collected flag prior to incrementing the coin count.
I wonder if maybe it's due to the acceleration and deceleration in the movement code. If the player is on a platform that's moving at a constant...
Thanks for sharing that video, that's an interesting approach for movement that I'm going to have to play around with. If you've implemented the...
It seems to me you could be over-complicating the problem. Assuming the card colliders are all boxes of equivalent size you can calculate the...
Could you use a sprite mask on the hair layer to mask out the body beneath?
MelvMay is right, this really should be in the UI forum, you're likely to get better help there, but I'll try to offer a solution here anyway. I...
There are many ways to accomplish this and dozens of tutorials that cover this very topic. Some of the more common methods include; 1. A separate...
If you're looking for a paper mario type effect, I do this in my game with a coroutine. //Call this from a Flip() method or similar....
Doing that will cause that rigidbody to be rebuilt every frame. You'll likely notice some inconsistencies regarding callbacks. At the end of the...
Generally it's not a good idea to scale or move colliders as this causes the physics system to have to rebuild the hierarchy and I believe you'll...
Set the bullet and player to their own layers, then go to Edit > Project Settings > Physics 2D. At the bottom is the collision matrix. Uncheck the...
If you move your player away from the origin, do the whales still snap to the origin, or to the player? I don't see any code here that actually...
That is incorrect, the PhysicsMaterial2D on the Collider2D will override the PhysicsMaterial2D on the Rigidbody2D. From the docs; How are you...
[ATTACH] It looks like you have the clear flags property of your camera et to don't clear. Try changing that to skybox or solid color.
You can put angle limits on each HingeJoint2D
The ball slipping through the paddle could be caused by calling StickPaddle outside of the physics time step. It shouldn't really go anywhere...
Okay, there's a fair bit to unpack here and I can't pinpoint exactly what's causing the ball to pass through blocks, but I'm confident once we get...
Input.MousePosition reports the pixel coordinates of the mouse. You need to translate those coordinates into world space. use:...
Replace Quaternion.identity with Quaternion.Euler (-90f, 0f, 0f) From the docs That means that your object has to offset the child's rotation to...
The video link is broken so I can't see what you're referring to. You can't really turn off acceleration of a dynamic body. What dynamic means is...