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Edit: I seem to have figured out the problem, the sky color is purple and the environment lighting was set to that skybox. I changed it to a...
I have an empty attached to the enemy that constantly turns to face you and casts raycasts to determine if you're in the enemy's sight and not...
It's a First Person Shooter Collectathon based on the Internet Radio personality Ghost of True Capitalist Radio. As the name may suggest, it has a...
It's telling me: "Not allowed to call RecalculateBounds() on mesh 'Combined Mesh (root: scene) 3 Instance' UnityEngine.Mesh:RecalculateBounds()...
Can anyone help me? About the only thing that would actually work is setting the FOV to 120 and giving the entire game a fish-eye lens is a bit...
[IMG] Whenever I look down at this exact spot, the ground quits rendering and exposes the Skybox. What makes this so bizarre is that this is the...
I made a Jump Pad script with the express purpose of being an all around script for thrusting the player in different directions. Here's the...
I found a solution but I'm honestly not sure why it worked. I changed the weapon firing to an IEnumerator coroutine and, somehow, "yield return...
The problem reared its ugly head again. This time, changing cameras doesn't even help. As you can see, it's Pivot and the pearl is clearly...
Yep, that's exactly what happened. I had attached it to HUD elements but they weren't working so I proceeded to attach it to the player. I guess...
void Update () { if( Input.GetButtonDown("Fire1") && Shooting == 0) { StartCoroutine(GunAttack()); } }...
Unfortunately, it seemed to only be temporary as it's acting up yet again. I even attempted to make an empty for it to spawn from so that I...
I changed the Render Queue to -1 to match an existing shader (Which I think it was telling me to do) and that seemed to fix it. Thanks, man! [IMG]
I tried a UI Canvas Image, the glitch still persists. [IMG] My Video Card drivers are fully updated, the card itself is the AMD HD 5670 512MB....
Shader "Custom/Pixelate New" { Properties { _PixelSize("Pixel Size", Float) = 10 } SubShader { Tags{ "Queue" =...
The latest one in this thread and it's using the default layer. It also seems to have this glitch regardless of the meshes involved. What did you...
The effect works but there seems to be a glitch where, save for a couple of angles, the rest of the background of the square is just whatever...
It can't be a problem with the player's collider because the pearl destroys itself when it collides with anything. I'll try making a new camera...
Just the one, unless you count the "Death Cam" that instantiates to replace the main cam upon death but it's not actively in the scene. The...
I used an instantiate code to fire projectiles in a first person shooter, using the camera as a basis to fire from. It's worked perfectly until...