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I believe what you are trying to do is more complex than you will need... since in your example each robot would need to know what robots are near...
RaycastAll is another route.
I thought I tried this in 5... was there something that you found that didn't work? I haven't worked on this in quite a while but I can take a...
Ha true enough. It shows I only skimmed the message...
An array with 10 items returns a length of 10.... but arrays start at index 0. In this case array[0] through array [9], your loops go 0 through...
I would just take the "y" portion out of the lookat(). As of right now you tell it to look directly in any direction and move in that direction....
This really depends on the unity version... as of 5+ collisions are pretty darn solid... there was a thread a while ago where this came up and I...
I won't tell you one way or the other on how you should do your bullets, but @gorbit99 your info on why not to use physics is out of date as of...
Well there are 2 main ways to do this. If you don't destroy your character, you will need to set up some spawn points in your scenes where you...
Look at DontDestroyOnLoad. It keeps things safe from scene changes and such, but you will probably have to rethink how your character works to...
...not a fix of what you got but more of a change... I would never do something like this using update and trigger stay. I would use...
Usually you'd use ontriggerenter and exit... if you need to do something as they are in the trigger use enter/exit to set a bool so they can...
If I were to keep going with an approach like this I believe I would store my enemies in a List... when they die I'd remove them. Then just...
assuming your player data you want is in a class called player... Player saveState; void Save(){ saveState = currentPlayer; } void...
I prefer taking almost everything like this out of Update and control it more directly... a snippet from a health script of mine: public void...
In your main Game script (or whatever will be always available) float rate = 0.2f; // run every .2 sec List<MonoBehaviour>...
Yeah I got lazy apparently and didn't read all the way through. If your enemies disappear while still on screen... I'd either a) increase that...
Not sure if it deals with the garbage collection but... You are invoking the reset effect with a 25 second timer once per frame (in update) as...
Speed is just a number... velocity is speed and direction... ie rigidbody.velocity.magnitude = speed; // a float //rigidbody.velocity; // is a...
post your code now. Also, I looked through what I had and seem a typo... curNet was supposed to be type int but was set as interface. it has...