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I'm just trying to get the darn thing to work, I'll worry about performance later. I do have my own thread but here is some code I have been...
I have a race track that has an incline and an upper level and I want to consistently maintain a distance above the track (i.e. hover).
I've tried that already but thanks anyway. :)
I'm working the hover part right now, its an uphill battle - literally and figuratively.
First of all your steering ...could be a lot better. :x That having been said, this is my turning code for a similar project I'm working on - my...
Hey Omega, glad to see another WipEout fan around here! I am currently working on the exact same as you were however I haven't gotten as far as...
My error is : error CS1502: The best overloaded method match for `UnityEngine.Physics.Raycast(UnityEngine.Vector3, UnityEngine.Vector3, float)'...
Have you tried function OnTriggerEnter (collision : Collider ){ if ( collision.tag ="Player_Collider"){ Debug.Log("Hit Player") ; } } [/code]
Have you tried OnCollisionStay?
Is there a way to reference a separate collider's maximum bound without it having to enter a trigger? ---EDIT--- Well, I think this is as...
I ..will have to research that tomorrow *yawn-stretch*
I tried messing with it again.. *sigh* I'm wondering if triggers aren't the best way to go. What if I used ClosestPointOnBounds and just hard...
I believe I have done so with ..success, however, my antigrav system is a little too efficient - if you know what I mean. ;) I'm looking for a way...
Actually I was trying to find how far the mesh collider goes into the capsule collider. ..Still searching..
I have searched for this for about 45 minutes and have come up short with a solution to my problem - I am sorry if this was resolved elsewhere on...
Very useful, VERY Useful! Thankyou very much! :o