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I don't think it should be too hard to sell. This 'hack' (as you persist in call it) is used pretty commonly in the games industry. The God of War...
That's the thing, if you read my blog post, it's actually quite easy to tweak. The smoothing parameter dictates how much of your current position...
I haven't seen anything official, but my guess would be so that it matches the behavior in c/c++. It's poor practice in C# and I wish they didn't...
I read the article again. The example is somewhat limited, since in practice you don't often have a fixed source and target position that you know...
Half, then round, then double?
If it can be serialized then it will be saved, and there's no way to have something visible inside the default Inspector window without it being...
Ok, well that explains all our crosstalk then! I've only ever been talking about the function I wrote and derived in my posts. The upside of this...
I'm prepared to admit I'm wrong if you can show me a mistake in my derivation, or if you can show me how it's wrong on the spreadsheet. You should...
I refer to either. I'm well aware of what a frame of reference is. Time in this context is simply an offset from a specific reference point. For...
No I'm not saying that. If the frame of reference is the start of the game we call it time, and if the frame of reference is the time that the...
It's either, depending on your frame of reference. It just makes the equations easier to simplify. Doing it the other way around requires a lot...
This isn't true. It's quite possible to use lerp in a frame rate independent manner using delta time. In this case, we're using lerp to apply a...
Sorry, I wasn't clear about that. The yellow line is the frame rate, and the green line is the camera speed. The camera speed should look...
Mathf.Floor(value * x) / x?
It's telling you that you're passing in one argument. You're passing in -0.15f. Use a comma, not minus. Random.Range(0.1f, 0.25f);
One other thing - you have disabled vsync, so it's very likely you will get wildly different frame time deltas (mine ranged between 3 ms and 12...
You have a couple of problems here. Your first problem is that you've got your units confused. RotateAround takes and angle to rotate around this...
Good idea. I'm guessing that they actually were referenced by the scene since they made it into the disk asset, but it's good to know where to...
That indeed fixes the problem! I didn't realise that there is such a requirement for scriptable objects. It's still a bit peculiar that the...
It works for both MonoBehaviour and SerializableObject.