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These are very important insight.... I guess being with another artist friend makes it rather fuzzy when interpreting hard typed languages.... But...
Thanks for the offer, i'll try to have a look at BT.... I tried navmesh and while Offmesh links allows the unit know where to climb or jump, both...
I'm still into implementing my characters, but i suppose i can ask ahead about AI since the enemy and the player uses the same movesets and is...
I'm also facing this and i'm implementing it in my AI. mine is more in platforming 3d spaces...
ray = new Ray(goTransform.position,goTransform.forward); //represent the ray using a line that can only be viewed at the scene tab...
O...okay ? It's just a text editor? Indeed i find Notepad++ a much better comparison...but then... what makes an exe, an exe? What builds it? And...
I have a character that will have multiple animations as its combo. I know how it moves but i'm not sure how to animate it in unity? Like how...
Hmmm, interesting...otherwise, how would it work then? Like in visual studio? Do they all run from the main Loop C# script and jumps from one loop...
Thank you, this is pretty elaborate so i need to test it myself first! Regards!
The AI needs a camera because the game will have spectating features, so instead of an "AI camera" its player 2 camera. Maybe it's just...
How do you use the locomotion system so that it'll stick to the 360 walls?
Hello, i've been trying my hands on CharacterController.Move to have my character move along a certain normal predefined under the character with...
How do i use collission flags to detect collission below my character, above, sides, and front? I'm really sure how to apply it or even test it....
Is it possible to code my own gravity system and collision method? I'm beginning to feel that the collider preset from unity which tend to spin...
Well now this is complicated... I haven't even done my homework on...Inheritance, polymorphism etc
Trying to have my character walk on walls and have itself pulled towards the ground it is standing on since the walls will have variety of...
So, what do you usually use as this omnipotent game manager object? Some sort of collider or empty object? Won't it crash upon overloaded features...
I want to use the list class since it can contain generic informations... Such as referring the character stas base on their names, types, etc......
First you can set its variable like atk, dmg, def. public class Equipments : MonoBehaviour { public float atk; public float def; public float...
I saved my character model in prefabs, and their statistics in different lists. I want to enter the game and instantiate the unit based on this...