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This approach seems correct, as long as your character's hitbox has a BulletReceiver and your collision tags are set correctly. However, the error...
Hello and thank you! If I understand your question correctly, you need to change the custom parameter value at runtime in order to drive your...
Can confirm, I ran into the same issue today with 3.7.0 and deleting/renaming this folder is the only thing that helped. Thanks a lot!
I'm replying to this message since the issue is most likely related: since today, I can no longer open the Hub, at all. No Windows update has been...
Hello! Triggering a specific event upon shooting a pattern can be done through Bullet Behaviours. They're user-made scripts that you can create...
Thank you for your feedback! Indeed, there's many different ways to make Lasers. First of all your solution works well, then you can also set your...
Hi, the inspector says "??? bullets" and "cannot compute" because since the parameter is dynamic, outside of runtime, the inspector has no way to...
Well this was eight years ago so to be honest I don't really remember it ): The first thing that would come to my mind is that AnimationCurves use...
Hi, you can find this information from the BulletEmitter component: there's a List<Bullet> called bullets that stores every bullet (both directly...
This is only for projectile spawning (and behaviour of said projectiles), although the projectiles could be invisible and line-shaped, which would...
Sorry to hear this, it was the most common source of this problem. Sure you can send me a demo project and I'll look at it!
This looks like a case where your two objects do not have the same Z-coordinate, which can create errors in the collision detection. It might be a...
I'm not sure I understand the question - regardless of any object's rotation, the bullet will always move towards its own local "up" vector, so...
You're welcome! There should be no issue with placing bullet receivers directly on tiles, just make sure you don't exceed the receiver limit as...
Exactly, collisions between the player and the ground/walls don't involve bullets, so they should use Unity's default collision system. There's no...
You could add regular Unity colliders to the bullets, through the Bullet Behaviour system which lets you attach any prefab to a bullet - but it's...
We just discussed this in Discord, but I'll also answer here for future reference: the issue has been found and the fix will be deployed in...
Hello, although circles and lines are the only two primitives available for performance reasons, you can switch your bullet receiver to Composite...
Hi, you can attach any prefab to a Bullet Component thanks to Bullet Behaviours, which effectively uses your prefabs as bullets if you turn off...
Thank you for your feedback! Your bullet dies upon collision because both the Bullet and the BulletReceiver have their "kill bullet on collision"...