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The wiki's licensing has always been very vague. This is the closest thing we have to a statement on licensing, Creative Commons badge aside. I...
Let's resurrect this ancient thread one more time! I just bought an Xbox 360 controller and tried running it with version 0.11 of the...
The backup was taken after the attack had occurred (just before Christmas, I think), so naturally it was no better than the installed version. I...
The wiki is back online. Sorry it took so long. I imagine it was down to spiders trawling for insecure websites. It wasn't just spam content...
Convex mesh colliders can collide with non-convex mesh colliders. If your ten-sided die is convex and your box isn't, that should work fine.
In my example, "var duration = 5.0;" is a public variable that appears in the inspector, so your artists can configure that without changing the...
Well, a null test already does exactly that, except for the brief period between when you call Destroy and the end of the frame. It doesn't...
I presume you mean "Alive". I'm not sure how you would want it to work. If it's a function that tests if an object has not been destroyed, then...
I wouldn't make a pool of particle systems for that. Instead, I'd make a particle system for each kind of particle and share it between...
This works for me: using UnityEngine; using System.Collections; public class MulticastDelegateTest : MonoBehaviour { delegate void...
The first calculates the billboard's forward vector like this: var forward = (Camera.main.transform.position - billboard.position).normalized;...
Just write 'virtual' in front of the relevant functions: // BaseClass.js var state = Idle; function Update() { state(); } virtual...
Oops! Good point. Probably wasn't a good idea for me to have two variables named 'velocity' with different types. ;)
Something like this: private var previousVelocity = 0.0; private var deltaVelocity = 0.0; function FixedUpdate() { deltaVelocity =...
Hah! Good point, I forgot that was there! :D I'd still do it with a prefab, though.
I'd suggest making the explosion a separate prefab that you instantiate at the right moment, as this would be simpler and more flexible....
Two things. First, read this, then put ReverseNormals.cs in an appropriate folder such as Plugins as described in that article. Secondly,...
Do you have an appropriate texture set up in the projector material's FallOff slot? There's a texture (also named FallOff) in Standard Assets...
This is entertaining. I wasn't aware that objects hung around like this, although I suppose it shouldn't really come as a surprise. It's...
The function isn't being called because you wrote 'start' instead of 'Start'. Event function names have to be correctly capitalised or they won't...