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Thanks, the movement in Y isn't really a problem, I'm just zeroing it out now at the end of the movement function. It's probably an issue with my...
I'm trying to use the grid based pathfinder on a flat surface, but when the max falldown height and climb limit is set to 0, it doesn't work. When...
Ok, someone from Unity explained the solution to me way back in 2011, but the project was canned and I lost the correct project file. I'm reviving...
My normal map was flipped in Y, so I had set the tiling to -1 in Y.
I had two issues. The green channel needed to be flipped and the wrap mode set to repeat. [IMG]
I'm having an issue with Unity's bumped specular shader, or maybe I'm expecting too much of it. So I'm creating an insect with a curved stinger...
Well, it couldn't be less than 99 cents right? Maybe that would become the norm to "rent" the game, driving the cost to own it up. I'm not sure...
If you use the configurable joint, it can't be configured in world space in 3.4. I use it alot, and my games are completely broke in 3.4.
It looks like the 2d tutorial uses a configurable joint, and that was broke in the 3.4 update. In the release notes Unity says they fixed it, but...
Yeah my game depends on this joint, and it's now completely broke. They ''fixed" it for Unity 3.4. From the release notes:...
I have a game in which the configurable joint is heavily used. Unity 3.4 seems to have broken the ability for it to be configured in world space,...
To answer my own question, they are going to sleep. Is there any way to force a rigidbody to not sleep?
I'm having an issue with projectiles not registering a collision if they hit a rigidbody that isn't moving. The projectile has a sphere collider...
I found the problem was using it in the declaration of a variable like this: private var fireGunBounds : Rect = new Rect(Screen.width*0.5f,...
I'm trying to create a GUI for my game but I've ran into an issue. It seems like the values for Screen.width and Screen.height are reversed when...
I'm down for tricking Apple, in fact I'd almost prefer it after all this.
I've had issues with friction as well. Maybe its related to what's happening in these threads?...
Do you get the same results with: rigidbody.AddRelativeForce(Speed, 0, 0);
I have a builtin array filled with game objects var Projectiles : GameObject[]; I need to assign a position to each transform in the array....
No, that's a good thing to do. The more hard edges you have the more verts are created.