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relativeVelocity.magnitude cannot be called on Collision, only instances of that class like your 'other' variable. 'Collision' is the runtime...
I'd rather not add rigidbodies to them at all (the collision and positions of them all worked fine before I did), but it seems like the child...
I've now tried with Hinge Joints instead, with limits set to 0 so theoretically they can't move.. The collision boxes STILL bounce and spring...
Well, I thought I had this solved, but no such luck yet. Fixed joints don't appear to do the trick -- They wobble around and bounce crazily,...
I made it as far as the rigid bodies (and did read the documentation) but had no idea joints even really existed, that was the missing puzzle...
They need to catch up on their published information then. http://unity3d.com/unity/preview/ still has it labeled as a beta and developer preview.
You do realize its not even officially released and you're complaining about bugs in beta software that you downloaded for the express purpose of...
Seriously, nobody? This can't be an uncommon occurance, LOTS of games use multiple hitboxes on objects! Either I'm doing something wrong or this...
He asked how to do it without testing all the GameObjects for distance.
Ive tried moving all the child objects out of the Collders gameobject and into the main heirarchy but it produces the same results. Ive also set...
(reposted from the Scripting forum after I realized it was more suited to here) I'm having some really confusing issues with creating multiple...
Any chance of including the option of a standalone server mode where the host doesnt have to play the game?
I know this post is ancient, but I've been looking for something exactly like this that can render to the main camera to create scanlines, I'd...
Just bought this, but I'm having errors immediately on import :/ [img]
That's the game view, unfortunately. What puzzles me the most is that the green line on the Y axis works fine, but the other two distort on camera...
I've changed it so it now only calls DrawLine3D Auto, and I went back to the .3 calls and changed them to '3' -- The result is actually much worse...
I'm having a strange problem with DrawLine3D -- It doesn't seem to respect the widths I supply to it, and the widths actually change at different...