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So you know, reading a property like "velocity" means Unity has to read from the C++ runtime engine that value which if you're doing it lots of...
If you have an example project you'd like to share then I could take a look at it to see what's going wrong.
That makes more sense now. :) If you're using continuous collision detection and enough edges then I don't see how the collision wouldn't be good...
Again, I'm not following. I don't know what a "sprite circle" is. A CircleCollider2D? What do you mean bouncing was way off?
What's sharpt? What video? I'm not really following. Are you saying destructible or not? If you want specific answers you cannot ask...
Unforutnately a graph doesn't provide any useful information. You need to dig into what part is taking the time. That doesn't change what I...
It's not a feature though, it was added as backwards compatibility when the DOTS team changed the Transform system so it stopped providing...
Also note that there's a far better method for checking for "ground" or contact with anything using the IsTouching calls combined with a...
You're on an older version of Unity then. You'll need Unity 2023+ If you're talking about what I showed you then yes, there's a hole there....
Because 2D physics (Box2D) uses a contact offset for stability. 2D physics isn't a pure geometric intersection library. The box you specify would...
Add a CompositeCollider2D then add two CircleCollider2D, one for the outer part of the ring and one for the inner part and set both with a...
That means they're Static (non-moving). You never ever modify the Transform when using physics as this causes it to be recreated at the new...
But they have 2D colliders?
If you're using 3D physics yes but you use "Physics 2D" for 2D. Maybe that was just a typo above?
Use the Profiler, it's what it's there for. EDIT: I see you mention that you want to look at this in one of your posts. This is the ONLY way to...
Ah okay, that's fair enough. By bad I meant there's a much better alternative than using Dynamic bodies in a hierarchy with a fixed-joint given...
No, the C# compiler is correctly stating that it doesn't exist and it doesn't. You defined "score" as a local variable in the "Start" method. It...
As I said earlier, when you change the Rigidbody.position, it only changes that. It doesn't scan the hierarchy and look for other Dynamic...
No idea what you mean by this to be honest. You don't seem to be saying the preferences are not saving. At some point you need to save the...
You're stomping over the Transform which is the whole point of using a Rigidbody2D. It writes to the Transform, you use its API. Also note,...