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I've been a Unity Pro customer since 2.1. I've done contracting in Unity, developed and released our own games, and I'm currently working on...
It appears this is still an issue. It is not limited to the Update method, but any method signature.
Thanks for letting me know. Yes, the asset store version is outdated, the latest is always kept on Github:...
Hi, I got notified of this thread a bit late, but I'm curious: how many agents were you running, and with which behaviours? I am using it on...
Hi, Glad you're finding it useful Mirzero. Little Angel's description is accurate. The forces are applied every frame, but are calculated only...
Excellent! Aha, I see. Slerp is supposed to retain the magnitude and the Y value, since both vectors are unit length and have the same Y, but...
Hello Novack, You're right, and a better implementation would be a category ID or Group ID on the vehicle itself. I may put that in before I mark...
It can - it's no different than referencing any other C# code from UnityScript. No examples that I'm aware of, since I don't use UnityScript myself.
Indeed. On this specific case, they are redundant, and I intend to prune them before marking 2.5 as "final". However, my main intent with small...
That is indeed weird - it's a simple distance calculation, so that should not be happening, and I haven't observed it myself. Let me know if you...
Not out of the box - UnitySteer takes planar vehicles to move on the X/Z plane, but it should be easy enough to modify for that.
That's a bit of a complicated question, since it depends on the case. Check out the world for Hairy Tales for reference:...
It probably was, but that's because the current version is still in development and likely to change, so I haven't made an asset store release....
Definitely - it got me looking at where I was still using the gameObject/rigidbody accessors, and doing a whole bunch of refactoring for...
Hah, cool! Thanks for that - I just noticed that Vehicle is not using the cached rigidbody value. I'll fix that on the development branch. Cheers!
Just to confirm: uncompressed rectangular textures do not get expanded to squares. Shawn White mentioned that this would happen on import and...
There are no tutorials right now, mostly because I just don't have the time, but experiment with the examples would actually be the preferred way...
Bit of a delayed reply, but that is correct - Hairy Tales uses Angry Ant's Behave to toggle/tweak the behaviours depending on the situation, but...
Hi, The documentation states that PVRTC textures have to be square, and otherwise Unity will convert them to squares. It is unclear if the...
Your assessment above is correct. I initially experimented with moving the vehicles with rigidbody.AddForce, but didn't like the results at all....