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I'm not very new to this kind of thing, but the first thing that comes to mind is using OnAnimatorIK....
I recently finished a tutorial [MEDIA] And It's really nice, but I noticed that the animations will sometimes "snap" back. So I could be in the...
ah ok, I wasn't aware of that. Thank you
I have a character that changes his forward rotation to a new rotation dependent on the joystick. So when the horizontal input is more than zero...
Can you still buy this? I can't find the website
I also found that since I was in a substate machine, those multiple transitions were from the "Base.Layer" so the transitions came from the main...
You can look at this tutorial [MEDIA] I've tried it myself and I'm guessing the lowest you can go is .1f but you can barely see it. .2f is the...
Alright...so it looks like using a culling mask didn't work, since the enemy loses track of the player when I use it. If anyone knows an...
Alright for anyone who ever runs into this, you can set up a culling mask for each gameObject you don't want clipping. So for example, if you have...
This is the way I learned it. Not really sure what moveSpeed is supposed to do. The horizontal input is 1 or -1 and will be multiplied by the...
I have some Enemy AI that fall over when they die, but sometimes the models leg will fall through the floor a bit. Why does this happen? Is there...
I'm trying to replace an animation with another, but I don't know how to replace one of the transitions. It's the one with the three arrows going...
Here's something slightly different where the AI stops at the last known location of the player and then is "supposed to" move to the closest...
Yes it is. This is the code i'm trying to modify
So far this is what I've come up with. I've tried using the NavMeshEdge like this to find the closest way point... NavMeshHit hit;...
Something like this? http://unity3d.com/learn/tutorials/modules/beginner/scripting/activating-gameobjects I guess you could just set...
Figured it out... don't store NavMesh in a variable. Just write it out like this if (NavMesh.FindClosestEdge(newDirectionVector, out hit, 1))
I've been trying to use NavMesh.FindClosestEdge to find the waypoint closest to the position newDirectionVector, but I keep getting an error. I've...
To get the vector your adding to the player's current position, would it be something like this? posSeconds += Time.deltaTime; if...
Thank you, I'll give this a shot.