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Hi! There is no built-in method to ignore deformation for a tag or layer but it's trivial to implement it; Every deformation in the component...
Hi all! I'm glad to announce, after many coding hours: [IMG] FlowShow is an 'extreme' tracing tool, built to empower users with a better...
Sure, lets check it. So, there is another object colliding with it, right? You could try to decrease hardness settings in the Impact Deformable...
Hello, I just got your e-mail and answered there with a working example. To anyone also needing this: private void OnTriggerStay(Collider...
Please remember that this is a limitation only if you attach the class in a GameObject at design time. If you add/use it in runtime (with...
My fault, sorry.
Hi! Using Unity 2021.1.16f In the UI Toolkit documentation page: To create Editor-only user interfaces, use the built-in version of UI Toolkit....
Could you show the code with the error? Looks like you are trying to call SetInteger() in this array.
Hi all! I have a game prototype using 2D physics to simulate "rocket/lander" physics. Assume there is a constant force applied in the up vector...
Hi! Is there any effect on performance if I repeat a node in shader graph? For example, to create 2 scene depth (both eye space). I want to...
Humm yes, in this case you will have to set the meshfilter/mesh that you want to deform in Impact Deformable. Otherwise it would get...
Sure, please, could you describe in more details on the support email given with manual? Tks!
Please, quick question. Any chance to run it on mobile? (maybe with small planets, fast shaders, etc) tks
Just a little extra point for future readers, when a Unity object is destroyed, Unity set all references to it to null. It include arrays,...
Something like this? public class BuildWithSlider: MonoBehaviour { public GameObject[] Objects = new GameObject[100]; public GameObject...
Sure you want to move the bullet with physics? Why not just move with code and make it kinematic (kinematic objects collide and move other...
Giving a little addition to the excellent explanation from lordofduct, with some are more areas that value x reference type needs attention:...
Avoid using Update() when another possibility is at hand. Start can be a coroutine: public class EnemyActivator : MonoBehaviour { public...
Follow the "S" of SOLID design pattern ( where S = Single responsibility principle), avoiding a whole Item implementation in a single class. Much...
You can order the level list by random and go through it in sequence using System.Linq; ... List<int> levels = Enumerable.Range(1, 20).OrderBy(i...