A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
[EDIT]: I have managed to load a bunch of assets successfully by Label as follows: [SerializeField] private AssetLabelReference...
I have created a group of assets using the new Addressables system. I now would like to load the entire group (which consist of varying object...
So, I am currently working on an RTS-like multiplayer game. Units are not controllable by players (they attack-move to a location automatically)....
Will this new implementation have emphasis on multiplayer debugging? In particular it would be extremely useful to have in-editor support for...
Perfect, thanks for the reference. Can't believe I missed that while looking over the docs.
I am currently using the SceneManager.LoadAsync method to create a loading screen system. Here is the level transition process in a nutshell: *...
I have managed to find a preemptive solution which is keep bullets as physical colliders and to create 4+ layers including: EnemyHitbox,...
I did try that hybrid approach. Here is a simplified bit of code describing how I went about it: Vector3 PreviousLocation; void...
Thanks for the feedback. We were just wondering that surely a raycast for every bullet every frame is a bit too expensive?
Hi There, Our small team is currently working on a 3D shooter style game. Initially, all bullets used triggers as opposed to physical colliders....
Perfect, thanks for the assist :)
In the previous Navigation system, I could access the offmesh link script by simply calling: Agent.currentOffMeshLinkData.offMeshLink when I...
Hmmmm. It seems that they never really found a solution to the problem. It seems to be that PhysX disables continuous collision detection below a...
Bump ** Sorry guys really need suggestions on this :/
Alright, so I did some more testing. I ran it frame-by-frame in order to check if it detects the collision on bullet impact. It seems to be...
My Unity Version: 5.5.0f3. With regards to the blob objects, they only use trigger spheres and do not actually do physics collisions....
So in a nutshell, we are using a gun to shoot spheres that stick to the floor. The spheres are moved using Unity's rigidbody code (i.e. I simply...
When I spawn an object on the network, I Instantiate it on the server and then use NetworkServer.Spawn to notify all clients to spawn the object....
hmmm not sure what it could be. When the server spawns it works fine and appears on the client which means that all variables are set,=.
I have tried your code before and it doesn't work. When the client attempts to spawn a projectile, the server throws an error (not set to an...