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The base funding mark is already fully asset listed. The only areas that are loose are the areas beyond base funding, and even those have general...
The asset list will be affected by the success of the Kickstarter and the number of non-digital pledges. The primary asset list is set in stone,...
I'm working on prototypes for my game as the Kickstarter continues. At this point I'm not likely to be funded, but I'm pushing forward with...
C# version would be: public Vector3 myPos; public Transform myPlay; public void Update() { transform.position = myPlay.position + myPos; }
I'm looking to ask the creators about the possibility of a remaster/recode to allow it to be released through GOG, but I have no idea how to...
You can't stop corporate once they smell money. They don't care about the consumer in any way but the size of their pocketbook.
You can't compare Age of Empires to Clash of Clans. One is a mission-based real-time strategy game with a wide variety of units and dozens of...
What makes RTS games interesting differs from person to person. I know a lot of people who play strategy games entirely for the story segments...
This comes down to a simple truth of all early flight sims. Realism is often boring, realism is rarely fun. Arcadey flight mechanics, unrealistic...
In the end, either can work. As with any game, it's about providing gamers with meaningful choices and a variety of options. The biggest boredom...
The problem lies almost entirely in graphical expectations. Most early games didn't have the capability to look better than they did because of...
Then you need to make your maze out of something else besides the terrain object. It simply will not run on phones effectively. I would recommend...
180 = -180 in true angle, so they're interchangeable. When two notations of the same number equal the same real rotation, the program picks one...
There's a Unity editor object called a "Terrain" in your scene. Select it in the hierarchy window and delete it.
Ah. Yes. Mobile devices tend to chug and die horribly when looking at Unity terrain objects, and the jerkiness is different parts of the terrain...
Well, if that didn't fix it, then your framerate is fluctuating for some reason. Maybe there are too many pieces of art loading and unloading for...
Your core method is incorrect. Due to the fact that you can have the same rotation with different values of x, y, and z, limiting localEulerAngles...
Make all movement framerate independent. If you're adding force, add that force * Time.deltaTime. If you're moving an object by hand, move it *...
Do you have the variable "myWayPoint" initialized by anything? The error seems to be that "myWayPoint" is null when the script is run, at least...
My guess is that your game is lowering in framerate when on the device, and a lowering framerate causes your jerkiness.