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I think that might work, although it would be best if it could be under the same parent, as the code that uses collider2 is run from collider1.
So I have collider 1 and collider 2, and collider 2 is on the child gameObject of collider1. The gameObject that hosts collider1 gets an...
Thanks mate, I find fleet to be such a great IDE, and appreciate all the work being done on it to make it as good as it can be! :)
Recently, I've been using fleet a lot for non unity projects, and I love it. It's basically just a better version of VSCode. However, I haven't...
Thanks a lot!
I agree with CodeSmile. Since it's a school project you'll probably get an A+ for making a decent multiplayer game, even without voice chat, so...
Hi, I'm currently playing around with using NGO for a variety of different game types, and wanted to make an rts. I'm not sure if NGO could...
Thanks a lot! I think I'm going to use Fish-net for now :)
Hi, I'm currently starting to build a multiplayer FPS game, and aren't sure what networking solution to use. I'm using relay, and I'm on the fence...
//Controls the size of the collider [SerializeField] float colliderSizeX; [SerializeField] float colliderSizeY; [SerializeField] float...
if (Input.GetKeyDown(KeyCode.Space)) { if (isGrounded) { velocity.y = Mathf.Sqrt(jumpHeight * -2f...