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Sorry, going to briefly revive this thread because only a half answer was given. You indeed need to set other rigidbodies to kinematic, but you...
Sorry if you already answered this, bit confusing to me. After depenetration occurs, does the system check again to see if the object is still...
It's designed to be a wheel collider system, so pushing it left and right isn't really an option. It must move only upwards.
So I'm trying to design my own sweeptest. Basically the circle starts at the top, moves downward until one of the internal radial raycasts hit...
Editing this to remove the last thing I wrote. You're right. Applying the suspension velocity to global upwards is the solution for this problem.
So I'm creating my own raycast wheels. Everything works fine except for one problem. When the car is sideways on a slope, it slowly glides down...
That clears things up, Thank you. As for the google part, my application isn't a scraper or anything. Just testing with a simple URL. I don't...
Responding specifically to the first part of your comment: Normal web request:...
UnityWebRequest WebRequest; private bool isRunning = false; void Update() { if (isRunning == false) {...
So I have a player that uses unity's default character controller (it does NOT have rigidbody properties). When the player bends over, there's...
Same issue. This is beyond annoying. Waited around 30 minutes before quitting the build. There's hardly anything in my scene. It seems to have...
Thank you for reviving a 9 month old post. It also had nothing to do with IL2CPP and just their poorly written examples. I got rid of messagepack...
float Speed = ((carObject.CurrentPosition - carObject.Lastposition).magnitude) / Time.fixedDeltaTime;...
graphic.transform.Rotate(360 * (speed / wheelCircumference) * Time.fixedDeltaTime, 0, 0); float newY = transform.localEulerAngles.y;...
Nevermind, I was doing it wrong. 100% possible. You don't need contact modification either.
So what's the proper way of spawning in projectile bullets? As of right now I'm spawning them at the very end of the actual player's gun barrel...
So I've been at this for the past few hours and cannot find any possible way of doing this I have a terrain setup with multiple tiles that I'd...
Both the Nvidia FPS overlay and I profiled the build (several times) and it says I'm getting a steady framerate. [IMG] and yes the same jitter...
Yes! I use application.targetFrameRate in the problematic projects (currently limited to 100fps in all of my test projects) yet if I give it a...
Regular fullscreen works fine, however when I start it as "exclusive fullscreen" it just starts as a window almost the full size of my screen....