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That's how it is in many games and game engines when numbers get too large there's imprecision which visually looks like shaking.
I don't think anybody can tell for sure how it works without seeing the source code and unity isn't open source. If you wanna know the performance...
The player's rigidbody was falling asleep.
I have my player(rigidbody, capsule collider) running into a cube(rigidbody, box collider). They both have the default physics material, and the...
Then the only thing left is the if statement, make sure it's correct and that it works.
Are there any errors in the console? It's also worth checking if the speed variable is 0.
The docs for Light2D.intensity and Light2D.volumeOpacity both say that they are "The light's current intensity". Maybe setting the intensity also...
Instantiate the prefab, get the component and set the text.
OnCollisionEnter is called ONLY on the first frame that the colliders touch. GetKeyDown will also return true ONLY on the first frame that the...
I believe it's just treated as just another position, so it's only less precise. The Vector3 equality operator actually uses Mathf.Approximately...
Is that first debug log working?
A simpler way without using ScriptableObjects or Addressables would be to already have all of the UI with every version created, the enable the...
public class KeyInputDown : MonoBehaviour { public KeyCode key; public UnityEvent onKeyDown; void Update() { if...
Yes, create a new vector with the X and Z axes set to 0: Vector3 newVelocity = new Vector3(0.0f, rb.velocity.y, 0.0f); rb.velocity = newVelocity;
That's because the coroutine ends after the bool is set to false and the loop finishes.
public class Example : MonoBehaviour { bool isPickupKeyDown = false; KeyCode pickupKey = KeyCode.F; void OnTriggerStay(Collider...
Each frame, check if the bool is true, then do the loop: public class Example : MonoBehaviour { bool isLooping = false; void Update()...
You are not using the isGrounded bool to check if the player is grounded before moving.
Also make sure to readibly define important events such as when a target enters and leaves the player's range using one purpose functions and...
So what you want is to figure out if the player is on the ground, then rotate the player. You can write two functions to do exactly that. Firstly...