A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Just put a plane with the background texture behind your character and then position the camera so it can't move or see past that area. Then it...
You could check for the collision of every particle however that would be very costly. I recommend using an Overlap Sphere to find nearby...
Use the substring method to get a part of the string. In this case, whatever is between "Assets/Levels/" and ".unity" so like this : string...
bump
I recommend taking a look at Prim's Algorithm for pathfinding with waypoints. It would be a lot easier and more efficient than using an OverlapSphere.
Recently when testing our project in a web browser, we found that it would only run in firefox but crash in both chrome and IE. After many tests,...
Use a GUI Style to change the font size.
Thank you! That worked.
This is why it is recommended that you use Quaternion.Slerp instead of Quaternion.Lerp unless they are very small angles.
I am currently making a maze generator and I would like for it to be that the height and width of the maze are inputted by the user however it...
Then increase the hearing_value in situations where there is more sound going on and they are less likely to hear them. Also I do see a big flaw...
I would just have something in the AI script like if( ( radius - distance_from_player ) + player_speed + AI_intelligence > hearing_value) { //AI...
Quaternions are for rotation so you would take the two rotations you wanted to use and Slerp them like that. However for position you would use...
It does pretty much exactly what you asked for, smoothly rotates from one rotation to the other using the game time. In the link it gives an...
Is it not thoroughly explained in the link given?
What you are looking for is the Slerp method of quaternions.
The quaternion has to go first. A quaternion is just another way of representing a rotation that is usually favored over rotation matrices because...
Yes that is what I had meant :P But as I was saying, multiplying the vector by the matrix will rotate it around the axis. Also you can use a...
Also I am still fairly new to using quaternions however, I believe you could multiply the vector by the quaternion as well and simplify a lot of...
To rotate a vector around an axis, simply multiply it by the corresponding matrix....