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After 5 hours of continuous coding, my brain turned to potato. I solved it by rotating the child object and made adjustments using Euler angles....
Hi, I have a plane and I'm trying to tilt it while it rotates, but instead of rotating around, it goes in a straight line. If i remove line 63 64...
I made an sphere collider when it is collide with navmeshagent it stops it. Make an stopBeaver. Which will be have collider on it. Every...
Hi, I am asking just for curiosity. If i need use farmsoil timer in growingCrops constructor instead of growingcrops timer in line 39 what should...
isnt this forum for navMesh. I couldn't find any way to updating the navMesh. I found some unofficial things....
Hi, has Unity added real-time baking without baking the entire scene? I don't think it's that difficult; many people have done it, and from what...
did you set rigidbody to static.
Hi, i am adding all my script to mostParent gameobject. Then i am using this scripts respect to my objects type for example worker will do...
Thanks a lot its working. Actually i wrote it on the post
I have no idea what are you saying. I am not generating mesh based on bounds. I am collapsing vertices that inside of the bound. What do you mean...
that is why there is boxCollider.bounds.Contains(worldVertex). It is doing exactly what you are saying. My main problem is collapsing the...
I am familiar with i told i found why. I am not asking about Axially Aligned Bounding Box. I
may be I could rotate the points of the collider.
Hi, i am trying to collapse a ground with box collider. I am getting vertices that inside of the box collider then collapse it. Trying to make...
Hi, I am making an strategy game but problem is lights range. If if i set lights range too high they will intersect and some lights will not be...
how can i use that for pausing game for specific objects.
Hi, when i want to pause the game i just simply set Time.timeScale to 0f but i cant make pause menu with animation. I made a static variable...
the most performance efficient
I think your option is the most performance efficient. I read something about culling group. It might be best in term of performance.
I made a big mistake i attached a very big sphere collider and made 4 different layer findFriendTarget, friendtarget, enemyTarget and...