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It's probably because fixedupdate makes it jump up to 200+. I'm going to experiment a bit with it some more.
Well I did a rough version of boxcasters and it actually performed more poorly than with just raycasts. I will look into dynamic batching at any...
Thanks HiddenMonk. I'll try it out and let you guys know the results for people who stumble on to this looking for an answer.
I guess it's 210 raycasts per object when you do it every fixedupdate with 3 raycasts horizontally and 2 vertically. Can you tell me how to do...
The main problem I'm having is I used this platformer tutorial that works off of raycasts for collision detection. It has to do the raycasts in...
Like the title says, is there a better way to do collision checking in a 2D platformer other than raycasts? I have a raycast collider detection...
I managed to get my own custom font set up by some miracle. I'm using a text mesh for the font to be displayed. Only problem is when I enter a...
I managed to create the object with the instantiate code that you posted Thrawn75, but now I can't seem to manipulate the object that was created.
I got it working in this fashion I was wanting where it creates multiple audiosources and is supposed to destroy them when they're done playing...
Well I was searching and I found a good way to do it is to Instantiate prefabs but I couldn't get it to work because I'm using C# and everything I...
I made the following code so I can do a simple way of calling an audio file by name with "AudioManager.PlaySound();" but the problem is I don't...
Is there any way to have objects hidden or created during runtime in a scene so I don't have t clutter up the scene with things like my scanline...
Is it possible to apply the effects to objects and not just the camera?
I want to make our game have keyboard and gamepad controls simultaneously. Is there an easy way to change this so that the S key and button 0...