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It's probably spinning slowly because its limited by rigidbody's maximum angular velocity. And you'll almost certainly need to play with the...
Try dropping the CG below the terrain. Use it like a keel on a boat. http://docs.unity3d.com/ScriptReference/Rigidbody-centerOfMass.html
I've never linked Facebook with any of my software, but I suspect this is where you want to start: https://developers.facebook.com/docs/unity/
Sounds like you just want to use your camera's x-axis as your torque vector. var torqueVector : Vector3 = Camera.main.transform.right *...
That's fair enough, but try to come up with a specific question to ask regarding your project, instead of having people do code-review for you....
This should be moved to Works in Progress or Showcase. Also, consider showing off your work in a web player instead of having people download your...
Take a look at iTween, which is free. It may suit your needs. There are also a couple of visual editors for iTween. One of them is called iTween...
Your algorithm is fundamentally correct, but the Atan2 function returns the angle in radians, not degrees. Its range is −π to π. var dir =...
I don't have time to look at your code, but you should try increasing the solver iteration count and decreasing the fixed time step. Modifying...
Your ShowPlanets function doesn't take any arguments, but you try to send it a GameObject called "largeFrame" in BroadcastMessage. var...
If Qc is the child's world Quaternion, and Qto is the quaternion that you're trying to match the child's orientation to, and Qp is the parent's...
You called the test() function. Nothing can stop you from calling a class object once it is instantiated. GameObject CheckPointGO =...
This has been in the regular documentation for a very long time. http://docs.unity3d.com/Documentation/Manual/ExecutionOrder.html An...
In C#, and most languages, the caret character ^ is the bitwise Exclusive-Or operator. It will only work on intrinsic integer arguments, which is...
And, finally, here's the rotation solution. Sorry for the wait. This is going to be a quick explanation, because we're going to reuse some of the...
Positional Problem (Take 2): This time around we're going to model a velocity function to give us the behavior that we want. We'll then find the...
Here's a quickie example. I wrote a small coroutine test, and it appears to work well. IEnumerator LocalLerp(Transform from, Transform to, float...
You can do this with matrices via Transform.worldToLocalMatrix, though Unity has no built-in matrix interpolation function. It's much easier to...
You can use programs such as Vectorosity to do this sort of line rendering. But, if you want ultimate control over the look and feel of your...
Depends upon what you need. "Fastest and reliable" don't really enter into it for most applications. Also, more often than not, fast and reliable...