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If you are calculating the distance between two objects, it probably won't make a difference if you do that between their local positions or their...
On collision, use Debug.Log to put the position of the box and the stack in the console, so you can calculate the distance yourself and/or see why...
You could Debug.Log the position of both the top of the stack as well as the landing box, and compare those values. I highly doubt that...
So you do this calculation when the new box falls on top of the stack, when the collider at the bottom of your box hits the stack? I think...
Your stack is moving though. Also, float values aren't accurate by nature, as @LeftyRighty pointed out.
It's not very clear what you're trying to do, or how you're doing it. Maybe you can elaborate and/or post some code?
GetCurrentWeapon() returns the value of currentWeapon. That variable is never assigned a value. You do update currentHolder all the time. Maybe...
Mildly off-topic, but you can scale Vectors with a scalar. What you wrote can be simplified to: transform.localScale = transform.localscale / 2f;...
I typed "unity aabb" in Google.
If I understand you correctly.... class Hype { void Fire(GameObject other) { } } class randomObject { void OnTriggerStay(Collider...
Not entirely sure how to fix your code, but I did find something similar here:...
According to google, AABB stands for "axis-aligned bounding box". http://docs.unity3d.com/ScriptReference/Bounds.html...
Often people post code examples using class names like 'A' and 'B' and it just makes things confusing. I like to use examples you can relate to a...
I don't think you can do unit.GetComponent<Unit>() as the type of the script component is not actually 'Unit' - that's just the name of your...
Maybe this is what you're after? No need for static stuff. using System; using System.Collections.Generic; // Enemy base class class Enemy {...
Really what you are after, I think, is the ability to apply multiple tags to an object, which is not possible by default. I googled a bit and...
According to the documentation, PointerEventData has a property pointerEnter, which is described as "The object that received 'OnPointerEnter'"....
Randomise your list first, then simply iterate over that.
Create an Empty GameObject Select the Empty GameObject in the Hierarchy (if it isn't already selected) In the main menu, go Component -> Rendering...