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Hmm, could you make the object a RigidBody attached to the player Collider with a joint? Then you have the option of infinitely strong joint = you...
I don't have time to read through all your code, but my suggestion would be to do a Physics.Raycast to find what Collider the bullet hit, then get...
I have a few questions that may help clarify things: 1. How is your proposed trajectory wrong? Can you provide a picture? 2. Is the ground level?...
I'm not sure on this one, but perhaps you could try setting isKinematic to true while you're controlling the ball with the mouse, and then turn it...
Thanks for the link, I'd forgotten that can be done! One of the issues that I referred to if taking an Umbra-like approach is that I'm not aware...
I think I'll try this the old fashioned way - timing tests for raycasts vs primitive scripting operations such as filling an array. Then I will...
I have thought of that, thanks. Do you think the projection approach may increase the speed/accuracy over a simple grid of raycasts?
I've been toying with ways to perform visibility testing. A simple view frustrum test doesn't count occluders, and raycasting can be very hit and...
Hi people, I know there have been some similar questions on here. I want to get started building some levels, but I don't know how to create 3D...
I believe I tried that one too. Confusing because a number of methods are similarly named. They say "during the culling process", maybe that's...
Hi people, I want to do something a bit like L4D's AI Director. I want to have graffiti, posters, etc that change according to the situation....
It sounds like the problem another developer was having in the forums. I believe he said small enough objects can pass through where triangles...
Hmm, two thoughts (apart from damn that sucks): 1. Have you tried setting the MeshCollider to be convex? I have heard that it's more reliable,...
Ouch. Have you looking into LOD (level of detail)?
More to the point *how* does one sandbox a Unity app? As far as I was aware it was mostly sandboxed, but I guess they may want to lock down file...
I'm not sure I understand. In your screenshot is the blue/aqua line meant to show the collider? If so, you're not crossing it. You are crossing...
Ouch. That sucks. So apart from literally destroying the colliders, no luck? Recreating colliders wouldn't be much fun, especially if you use...
Hmm, another possibility mentioned on the forums is to move the collider to a layer that doesn't check raycasts/collisions. Someone also mentioned...
I've been off Unity for about a year, just getting back into it. So my answer is a solid "I don't know". ;) I don't think a collider will be...