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You will need to figure out what the correct value to test is... I just used 20 as an example, but its been a long time since I used the function,...
wow, been a looooong time since I posted here! anyhoo... I was interested in knowing what your target batches are these days with modern high...
no. Some people will always hate apples and love bananas. Other people will always hate bananas and love apples.
Anyone else experienced this? Been working on an asset, and the code stopped working properly in one of the updates to Unity. Not sure which...
Do you need physics? MoveRotation would be simpler than addtorque
I really hated working on apple stuff for the store. Lot of work for no pay off (99% of the time)
Wheel colliders have always been this way. nothing you can do about it.. if you need it to go straight youll need to introduce some ai steering...
https://assetstore.unity.com/packages/3d/animations/parkour-acrobatics-animation-pack-15704 Used this in hardkour.. was pretty good
Your mesh pivots are incorrectly setup. You need to correct the issue in your favourite 3d tool... (blender/etc)
https://forum.unity3d.com/threads/complex-quaternion-problem.129050/
Force/Velocity are the same thing when applied once. Nothing wrong with that code. I have the code for rotating the base/head of the turret...
Sounds like you dont have a collider on the car body. try the script in my sig. might help
nah. Inferno
Yeah mine got greenlit... figured it was because they didnt want to give me money back. Im sort of excited about it, but also a bit meh......
Just went to check on your latest video of mouseflight.. [MEDIA] I can REALLY see the ideas ever space stole off you. so blatant.
I've never seen you make anything worth even looking at a picture of, yet somehow these other guys have ripped off your ideas... get a grip on...
fair enough. Always hard to know for sure without knowing full details of forces etc. I was considering you may need to add vehicle speed into...
make sure you reset the velocity/torque/rotation to zero for pooled projectiles when you return them
Sounds like the classic colliders are too thin problem then.. perhaps you can mess with solver iterations....
Only other thing I can think of is its slipping