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Can you point me in some direction? I tried google few things but it didn't went anywhere.
Simple question, is possible to have some light boost on certain objects or materials? I don't mean emission, but if you have scene lighten with...
In Aura Camera -> Quality settings, there should be range settings, which sets how far from camera will aura render your aura elements.
Hello, two questions , with new update, will be my trees compatible or will need to rework them due to new shaders? Also, is possible to make...
You can hide it completely if you want.
You can exclude global lightning from aura so the only thing what will affect your scene right out of the box is density (it will make it darker)....
Got it, thank you :)
Stupid question so sorry for that, but how to update to 3.0.5 when the newest version in package manager is 2.2.0?
Maybe it's just scaling issue? Aura 1 is working with own units While I am not Aura author, as far as I understand techniques Aura is using, this...
you need send state into it like SetBool("Move", false)
But again, it's weird - you are using bool in animator and you call trigger in code? How this can work?
Hello. I just want ask, if there is any water asset or shadder working with Aura right now. Like Aquas for example. I just wonder if you...
solution was probably using material property block. At least I am using it all the time and never had issue with it, so it probably works for...
can you post code, how you call addForce? It will tell us more You have something like OnCollisionEnter simple addForce line? (like in the picture?)
Mybe it's problem you are moving your bullets via Rigid Body .. if you want avoid using physics altogether, move your bullets via simple...
You are using rigid body for movement, that's probably why physic engine is in use. Also, if you have colliders on bullets, they have to resolve...
Are you sure that public Image damageImage is assigned in inspector? It seems to be missing. Sometimes re-assigning asset can fix issue,...
So it just show, error is at line 34? Is that correct?
try: rb2D.MovePosition(transform.position + transform.forward *speed * Time.fixedDeltaTime);
Just curious, what will happen, when you remove rigidBody velocity line.. will you still just teleport instead jumping?