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I was wondering how to do a simple condition check / event listener if you have multiple behavior trees. For instance: PersonA hits PersonB Then...
I have this simple function: public virtual void RotateTowardsTarget(){ transform.rotation = Quaternion.Slerp( transform.rotation,...
Posted this yesterday in another thread. Just have each bomb check which target is nearest at a certain interval: Transform...
A default unity plane is 10 by 10 meter. If you have your grid properly set up in Max (1 meter in max is 1 meter in unity) all you have to do is...
As Joppel said you have to make a simplified version of your mesh which also must be convex. The docs about mesh colliders:...
This works quite well: Transform FindNearestTarget(float radius){ float minDist = Mathf.Infinity; Transform nearest = null;...
The resistance part: public void adjustHealth(float adj, List<DamageTypeClass> damageTypes) { foreach(DamageTypeClass damagetype in...
Thanks man! Really had no idea how to solve this but this certainly helps.
Hey everyone:D, I am trying to come up with a system for damageTypes which designers can easily extend. I have 3 scripts: DamageTypes.cs -...
To check how much the AI can see you can use overlap sphere combined with raycasting. You get all the colliders in a radius, then raycast to them...
As far as I know C# and JS files can't read eachother so you cant use the GetComponent and need to use a SendMessage or you have to convert one of...
You save target as a transform variable therefore using: vardistance = Vector3.Distance(transform.position, target.position); should do the...
Try this: target = hit.collider.gameObject.transform
Hey monkey! Your Debug.Log message is incorrect, it currently returns the gameObject this script is on while you want to check the gameObject...
Thanks for the reply! and for the temp fix. L
Hello, I came across the following problem: I have an animation for the rotation of a GameObject. The animation has 2 keyframes, 1 at 0:00 and...
Nice job! :)
Hello! When I test my game on a mobile it handles a tap on the screen as a fire but I'd like to disable this. From the documentation I learn...
I am trying to get a healthbar above each enemy I spawn. So far I have only managed to assign it by using an "assigned through inspector" public...