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I'm not an artist, I'm just hiring artists to work on my project for me so my terminology may be a bit off. Here's what I was under the impression...
I really want to make use of the new GPU particle support Unity has and so I've updated my project to use the Lightweight Render Pipeline and ran...
Wow, nevermind, it's, somehow working. I have a single script attached to my character and Unity was able to find my function. I'm not sure how it...
OK, hmmmm, but how would it know which script to search for that function name?
Interesting ... But how would it know what code to call when the event fires then?
I have a quick question about animation events. I have an animation. On frame 13 I want to execute some code. I've tried doing this by adding an...
Thanks @TrickyHandz, I *may* have tried this already but I don't remember. I will try it and see if it's a workable solution.
Bumped
I have a character that is casting a spell. While casting I want to put a charging effect in the palm of their hand. Since the character is rigged...
I have this effect in my game here: [MEDIA] The main part of the effect is the beam. We want the beam to emit light that matches the shape of...
My VFX artist and I were really excited when we saw the news that Unity 5.4 came with a feature called GPU Instancing. We want to make effects in...
Thank you, this was really helpful. Everywhere I go I see people using time as the final parameter to Slerp and Lerp and it's been so long since I...
I'm building fight sequences like you find in JRPGs with dynamic camera movement to better highlight the spell and character animations. I'm...
BOOM! That worked, thanks! My final code if anyone is interested. private void slowMove() { // if we're in our origin rotation, then pick a...
I have a cube that I want to rotate. I want to randomly calculate a new rotation for the cube and slerp to the new rotation. I want to be able to...
Actually, nevermind, that looks like it's sort-of working. although, oddly, whether I have the rotationVariance to 90 or 1 it seems to work...
Hmmmm, I found a method called Quaternion.FromToRotation that is supposed to create a rotation between two vectors which looked promising but...
slerping between start and end position made it really jumpy. It would move a bit on each frame, then reset and move the same distance on the next...
I am writing a script to rotate my object in a random direction. My object is a cube that starts facing a single direction and I want it to...
I have a simple cube that is going to be sentient in my game. I'm going to have it float in the air but I don't want it to just stay in a...