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Astro Dash is universal iOS arcade/action game where you play as a speedy little rocket with a mission to explore the universe. Orbit planets to...
Hi prime, just wondering: is UrbanAirship support still coming to the Android Etcetera plugin any time soon?
Do these shaders provide access to the source? Would love to be able to combine this with one of my own shaders.
I thought about that, but wouldn't the division by zero happen upon setting timeScale to 0? Why would it crash only upon setting it back to 1?...
I set my Time.timeScale to 0 when the player loses a game. Reloading the scene (in which the default timeScale is 1), or just setting the...
I'm trying to purchase NGUI, and am getting the message: "A new version available - log in with an appropriate account." This is presumably...
What object is this script on? You're adding force in the direction of the object this script is running on. Is that what you're trying to do? I'm...
Pretty weird, the sphere is appearing directly under my cursor in the Game view, with Gizmos enabled. Looks like it's something on your end?...
Hi caseyboundless, You've almost got it. Try this: if(Input.GetKey(KeyCode.X) Input.GetKey(KeyCode.Z)) backflip(); Note that...
Hi MySQL, A NullReferenceException occurs when you're trying to use a piece of memory that is assigned to null (nothingness). On what line does...
Are you able to upload your project so I can take a closer look?
No worries, everyone starts somewhere. The error you're getting, a null reference exception, means you're trying to use a piece of memory that...
Hi KhmrDude, I develop in C# and am not familiar with JavaScript, but GetComponent just returns a "Component" object. It looks like you need to...
What is MyDetonator()? Could it be returning null at line 159? Maybe try checking if(MyDetonator() == null) at that point.
Are you trying to display the gizmo in the editor? You'll want to use Camera.current instead of Camera.main if that's the case.
I'm not sure about your plane constructor. Try this: Plane ground = new Plane(Vector3.up, Vector3.zero);.
The collision action matrix at the bottom of this page might interest you. You could also check your layer collision matrix in Edit->Project...
Modifying the x rotation of the quaternion won't necessarily set the x-rotation to 270 in world space.
Vector3 eulerAngles = transform.rotation.eulerAngles; eulerAngles.x = 270f; transform.rotation.eulerAngles = eulerAngles;