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Yeah, I was about to suggest freezing constraints last time, but got distracted and never did, sorry.
You probably won't like it, but you may add trigger colliders of the same shape along with other colliders (just copy-paste and then set as...
It looks like the 2017.3.0b11 doesn't have such problems. Thank you for your attention to the problem, MelvMay. It's been finally solved.
They were #862687 and #865898 as mentioned in the old thread I linked above:...
I did twice. I said I've been using the version 2017.1.2p3, it does.
What you ended up doing, Leniaal?
Have you read this yet? https://support.unity3d.com/hc/en-us/articles/208167236-Why-is-my-Overhead-so-high-What-does-that-mean- Tbh, I don't even...
If you want it accurate and grid based, I wouldn't use physics at all, use your own coordinate system and work with it instead and then use...
Use the layer mask parameter of your RaycastAll function and set it as: #1 1 << LayerMask.NameToLayer("Enemy") to ignore everything except...
Could it be: yield return new WaitForFixedUpdate(); rbody.MoveRotation(rbody.rotation * Quaternion.Euler(0, 5, 0)); Instead of:...
I would use Vector3.Distance(), but for your case I think you'll have to separate these colliders by adding them to different game objects as...
Then decreasing the amount of calculations (physics quality) of Physics settings in Editor is the only thing left or I don't know. Or you'll have...
Well, the thing is that back in 2016 I've been using Unity's legacy networking and this, and got it working (I've been messaging you back then a...
When it'll be supporting Android?
Cool. Done.
True. Welp, we tried, you're welcome and good luck with solving that :) You might want to bring Unity team's attention to this case, since you're...
Oh... Well, damn, it's even more weird now.
What Iron-Warrior said, just make its gravity scale 0 and set velocity on all axis to zero as well for a single physics frame, then push it...
I'm not sure what's going on, but I personally think that pushing object into a wall is a bad idea in general, that would probably make physics...
Edit > Project Settings > Physics Have you been trying increasing resolvers accuracy and playing with other things? It's pretty weird, I don't...