A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Good to hear, thanks for updating me!
Static objects don't collide with each other, neither do kinematic rigidbodies. So every solution to this will involve a trigger collider (the...
Just wanted to bump this to see if @yant could chime in. Should this be added to feedback for voting? This seems more like a bug as it's...
You haven't really articulated the behavior you're going for or even the setup. Is the character the sphere-square connected spring object or is...
A spring joint is trying to return to the origin position. So if you hit a spring joint that is resting at its origin point the spring force will...
I've been after a similar functionality trying to get the equivalent of heavy friction joints where external collisions don't affect the relative...
I see where we are not understanding each other. I had the same idea but the problem with your explanation is that a Collision object contains...
The rigidbodies are sleeping. Until a force is applied (including collisions but excluding built in gravity and resting joints) the rigidbody does...
Thanks for your input Edy. However, I don't think you read my post carefully. I already understand translation between...
This has been a huge limitation for me since picking up unity. So there's "Collision.relativeVelocity" which doesn't even represent a before/after...
You need to use the AddForce functionality if your rigidbody is non-kinematic. Yes, continually adding force will increase velocity. But you can...
Not sure if this is directly related but after updating to High Sierra and updating MonoDevelop all my internal methods in MonoBehaviour's are no...
The example code above is just that. My actual project requires that I start with a Control Rect that accurately represents the available width...
Further investigation has shown that GetControlRect () actually forces the GUI to redraw when it gets the strange values and the next time around...
Watching the debugger, EditorGUILayout.GetControlRect () always returns (0,0,1,1)–or a width and height of size 1. I assumed this represented a...
That's a good catch, I always forget they added currentForce and currentTorque. That being said, my answer stands on two points. 1) The break...
When you say "figure out the break forces" I'm assuming you mean "calculate the forces that will be applied by the structure once you turn physics...
No problem! I've been working almost exclusively with joints for the last month building a dynamic runtime "object plugging" system. It's required...
Just made an alteration to my test behavior that allows for resetting the properties without destroying the ConfigurableJoint and it works! This...
I totally understand the limitation you're describing, perhaps it was me who was unclear about the solution to this :p To use your example of the...