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Hi guys, I have a char with blend tree animations: idle (aiming with gun), walking forward, back, strafe left and right. This way it moves ok,...
Thank you very much Kristo!!!! You were right!!!!! Set raycast from 1 to 5 units and changed the bullet script to fixedupdate. Everything working...
Thanks Kristo. Yes, I am saying that at this speed the bullets hit the wrong place (bullet holes - impact points drawn left, up, right of the...
I am trying to use IK in both hands at same time to hold a rifle. The rifle itself its a child of the right hand. So I made an IK left hand to...
Hi, I am testing a FPS using a ak47 gun model. Tried to replicate the real bullet speed of this gun. Found its around 700 m/s. The bullet fires...
Hi guys, I am an ambitious person and doing a prototype of a 1st and 3rd person shooter, like, for instance, Star Wars Battlefront. One of the...
Hi folks, Built a Day-Night transition script. I wanted the night time to be full dark , so when time > 18h00 the light intensity of directional...
Found the issue: for some reason my reflection source, under Lighting properties was setting to custom. Returned to skybox and now it looks metallic.
Same issue is happening to me. Set metallic to 1 turns everything black. Its not necessary to place a reflection probe as I saw in other videos....
Same problem here, no matter what settings... Unity 5
Using this tutorial: http://docs.unity3d.com/Manual/InverseKinematics.html. But the movement of grabing is too fast. Tried lerp with no sucess....
Hi guys, Struggling here with some character movement. I added colliders to my bones, as shown in picture below: [ATTACH] Because of that, in...
Same issue here. In my case looks like the player (followed by cam) is the caster.
Ok. Thank you very much!!!
Hi guys, trying to solve another question. I have a completely closed room, no doors or windows. Added some point lights inside the room and at...
I am using: actualPlayerSpeed = playerRigidBody.velocity.magnitude; I discovered that when using any other function that does a...
Figured out! This ^*^&^&* script was messing it all!! Code (CSharp): void MouseRotatePlayer() { yRotation += Input.GetAxis ("Mouse X")...
Figured out! This ^*^&^&* script was messing it all!! void MouseRotatePlayer() { yRotation += Input.GetAxis ("Mouse X") *...
Ok. Using this: if(Physics.Raycast(transform.position, -transform.up, out tick)); { transform.rotation =...
Ok. Thanks for helping. I am gonna try.