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OK, for anyone trying to use object pooling which may face the same problem that I did, which is basically, once you start reusing the same...
[SOLVED] Hi! I have a script which enqueues projectiles, and when the player clicks the mouse button it dequeues on of these projectiles and...
Ok, so I created a Coroutine that holds for 3 seconds before activating a bool which then allows for my script to get the "playerLife" reference....
I thought about the possibility of the start() being executed concomitantly, but when looking objectively for the Instantiate problem, I believe I...
Hi! In my game I create a clone of the player object and then add a new script called "PlayerMovement_Script" to it which contains a movement...
It worked! Thank you very much.
Hi! I was following this tutorial from Brackeys about creating a force field, and I got the following error (attachment 1). If I delete the...
Ok, change the void Update for this: private void Update() { if (Input.GetKey("Crouch")) { collider.size = New...
Kurt-Dekker's idea works as well, but if you really want to code your way out of this, basically BoxCollider2D has the property of interest...
Just as a complement to Yoreki's comment, everything he said is right, when you use AddForce, the rigidbody's speed increases with time, and this...
Your code is ok, the only problem with it is the Input function, there's a typo there, it should be: if (Input.GetKeyDown("escape")) {...
Exactly, I want to keep the speed constant! And regarding the speed decrease when the collision happens, I am not doing it manually, but because...
I'm creating an endless runner (in 2D) in which there is a force directed only to the right, multiplied by a Vector3 (1,0,0) that sets his...
Hey, man, the only thing I would think about changing is the GameObject.Find, since everyone around the forum say the function sucks. Maybe use...
Thaaaaaaanks!!!!
I'm having a hard time understanding and coding the Physics.overlapSphere command. My intention was to make my player emit a circular raycast...
For the non-random part, this is what you should do: public int maxValue = value //You decide what is the value you need public GameObject inst...
In case someone every comes in here looking for an answer, here's how I solved it, I simply attached each particle system to its own collider,...
If what you mean by "original position" is literally the place it was when the race started, you could achieve that by: 1) Placing a a collider...
If your plan is to do something like a "High Score" or similar, PlayerPrefs pretty much cut it. They are held intact every time you go back...