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I wasn't really planning on calculating anything... The drag value I'm changing is the rigidbody drag value. I'd just be changing it between...
I had to go back to AddForce because when I started running into other issues, I didn't really understand joint motor enough to overcome those...
I'm not sure what you mean by updating the joints. They're set to Infinity for break force. Actually I spoke too soon, looks like the bouncing...
Well the outriggers work for the most part. I implemented the hydraulic locks, movement is pretty good, bouncing has gone away. The chassis...
I doubt it will make much difference.
First let me preface all of this by saying that I'm relatively new to Unity myself, so take all of this with a grain of salt. I'm also liable to...
I haven't played Surgeon Simulator so I'll have to take your word for it. I don't really understand quaternions either, so maybe someone else...
The first thing you need to realize about getting this to work with physics is that using "AddForce" behaves like a thruster... there is no...
There are a couple of asset store items that might get you started... https://www.assetstore.unity3d.com/en/#!/content/5717 and...
I don't think it will work with "Detailed Smoke". You'll have to use the new particle emitters because the "Detailed Smoke" is the old legacy...
Well, I had the pad logic working... the only problem is going to the fixed joint and using raycast for measuring deployment distance instead of...
I've come up with another way to lock-out motion on the hydraulics... creating a FixedJoint which overrides the ConfigurableJoint. Then when the...
Okay, but where in relation to the object the joint is a component of is TargetPosition located or defaulted to? Is it the anchor? The parent...
Yes, I looked at the docs for joint drive... as I said, conceptually I understand it. What is throwing me is that you aren't using targetPosition...
I'm still struggling with the understanding and implementation of the spring method... that's what's keeping me from using it, not that I think...
I had an epiphany last night so I actually have it working pretty well. I had to go back to using AddForce because i just couldn't get the joint...
vBeam is what needs to move up and down, not the BeamH... so changing the stabilizer to body point won't produce the desired effect. The...
No, no, no... I said crane... not train. :) Yes, I was thinking about about doing the look-to-select a control because this will be Rift enabled....
The gifs aren't showing up for me so I'm not sure what you're describing here. What I gather from the code is that when a stabilizer is selected...
Hmmm... somethings not right because when the scene starts, the body and the stabilizers drop to the ground. Once there the stabilizers don't...