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Eric5h5, I tried using your suggestion but I still get the same error: (The body of the script cannot be an iterator bock because 'void' is...
I added the code but I keep getting errors with the yield command. - If I comment it then its no difference than what it used to be. - If I...
As you can see the "cover mode" starts the moment you enter the trigger. In cover mode you can only move left and right. But if you enter from...
Hi Charles, What I need is for the character (+Z) to align to the (+Z) of the trigger. The reason for that is because I am making a third...
I have a third person character using the character contoller and a box collider. I want to make a setup where if you enter the collider from any...
Any updates on this project. Is it going to be released now that Unity 2.6 is out?
Ok, the problem was solved through adding the rigid body component to the hands and not the ledge trigger (contrary to was suggested above)
Any idea how to solve this problem?
I added a rigid body to the ledge and set its iskinematc value to true, and tried it with both if statements mentioned above but the problem is...
Nope, it didn't work.
Hi Rozgo, Thanks for the tips, but for some reason triggers make more sense to me as what it implies is: This is a hanging area, when the...
Sounds logical but the base of the system doesn't seem to work for me. I cannot get the hand collider to trigger when it enters a grab zone....
I am currently working on implementing an agility and platforming system. One of the components of it is ledge hanging (jump up to grab a ledge)....
What you want to use in this case is the Orbit Camera which is located in the scripts folder. It allows you to set the distance from the...
Ok, I am getting strange values like . First of all, although I am always falling from the same point each time I am getting a different value....
I am calculating the time the player is spending falling from a high location. I used: function Update () { if...
using transform.forward instead of Vector3.forward worked fine. Thank you GargerathSunman.
any help on converting from world space to local space?
I tried the following: relative = transform.InverseTransformDirection(transform.position); if (Physics.Raycast (relative,Vector3.forward,...
any suggestions for this?