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... Or you could do the same as the default 2d prefab (included with Unity): use a circle collider below the box collider. That way, the added...
Well, ok, so, a tip for programming in general: do one part at a time, always. Break the problem is smaller ones and go step by step. First thing:...
Any error on the console? Is the player passing through the respawner before the spikes? It seems like it should work, what error are you seeing?...
Checkpoint class doesn't have a reference to levelManager: using UnityEngine; using System.Collections; public class Checkpoint :...
Actually, it seems you can alter the timescale. But it would be bad anyway, as timescale only affects FixedUpdate and not Update. So, yeah, gonna...
Indeed. My mistake. I thought i read somewhere that you could change the timescale for a group of objects, but upon further research i found that...
Or try to fake it. When the user pulls the string, do throw an invisible game object in that direction, with the same speed and everything, then...
Awesome! thanks, i'll take a look at this as soon as i get home :)
For the platforms, freeze the Y position. For the bullet, tag or layer your platforms, and check for them in the collision method...
Hi Guys, Is There a way to use normal maps with sprites when both are in separated sprite sheets? I mean, I have one for the normal sprites and...
For sure! I'd have some uses for that :-)
Oh, I had to use ForceMode2d.Impulse for the jump to work like i wanted (second parameter of the addForce method in rigidBody2D).
Slopes: Add force to the rigid body and have a circle collider at the bottom. He will do just fine :-) Falling: Your scaling is wrong. I had the...
Hi, Yeah, i followed that same tutorial and ended up regreating it as you end up losing all the other stuff, like the effectors, might not work...