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Hello! I'm back with a question. When I pause the game while still moving the character it keeps moving at the same speed indefinitely. Is this...
For those wanting to do the same thing, I coded a stupid workaround. Basically disabling the WeaponAim script when weapon is used. public class...
@reuno How hard would it be to implement that on my own? Any pointers?
Hello, first of all, got to say that I'm enjoying your asset very much, so far! I have one question/request, though. When you're attacking, it is...
I also have this weird behaviour on Unity 2020.2.0f1 My setup is I have several prefab variants based on another prefab with two grids (one for...
I meant to "fix" someone else's PR. Like, if you have an entirely different implementation, is it frowned upon to create a different pull request...
No worries, I totally misinterpreted you. :D
What I said was that adding forward momentum while GOING (not falling) down a slope fell outside of the issue. I misinterpreted the code, though....
I saw your PR. The problem with it is that you changed a lot of stuff that isn't directly related with the actual issue. Adding forward momentum...
I think this is a good place to ask this: How do you do when you see a PR but think that the implementation isn't enough? Do you create a new PR?...
I think that the CharacterController is working against us in this case. It seems that when CharacterController.isGrounded is true, gravity isn't...
As of today, you can just add a regular binding and choose the whole analog stick as your input (instead of a composite 2D input). [ATTACH]