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@PraetorBlue Interval tree worked perfectly. Thank you so much! I also mixed the algorithm with @exiguous approach. I only check tree when the...
The list is long and that can make things more complex. I made the example is so basic. Normally I don't return an integer value, I return Vector3.
There's no overlapping. I forgot to mention that. I can't remove an element from the array because the time can be 0 again. So it loops. Just...
Sorting the list is not an issue, but even though I sort the list, I might need to check the whole list, which is bad. I'll take a look at the...
I'll try to keep everything basic. So, I'll skip the "why do I do that" part. This algorithm will work in an Update function. So, I need to...
I can set the initial velocity like you do and lerp the current velocity to requestVelocity with a float variable, something called maneuver. As...
Isn't the last line return true every time? (dot product). For example, the target is moving to the right and the mortar is getting close to the...
That backward movement looks very weird. Imagine you launch a mortar and if target goes back towards you the mortar also turns back and coming...
Good approach but implementing that logic is not possible, I guess because I rotate the mortar (black cube) depending on its velocity. So, its...
I'm trying to make a weapon like homing mortar. The behavior I want is shown in the picture. [IMG] The black box represents the mortar and the...
I came across the problem many times and I thought it should be something related to the player or the Unity IAP version I was using, but after...
@Kurt-Dekker It works like a charm. Thank you
Thank you for the effort, but I need to change the object's velocity not its position. Changing its position messes up the physics. Manipulating...
Hi all, I want to move an object in the world like the fish tail by changing its velocity. Due to the logic in my game, I have to change the...
My game is an arcade racing game. I do the acceleration and the top speed things linearly. The cars' acceleration is always fixed depending on...
I'll get in the subject directly. It's better explain this with an example. Let's say there are 2 cars in my game and their stats are like this:...
Anyone?
I thought the same thing but that logic breaks the game design. For Car A, you will always apply performance upgrades with 750 * (something). For...
@Kurt-Dekker That would break the physics interactions with the object. Setting transform by hand means teleporting an object. Here's the...