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Excellent point. I just tried this and it's working really well. It's a bit jarring when the character walks over bumpy areas in the terrain,...
Ok, I'm trying to accomplish the following: 3rd person top-down camera (not exactly top down, canted a few degrees) Moves with the player But...
Thanks BK! That's exactly what I was trying to do. It totally works now.
I made a big ol' mesh in Blender, and then decided that I should apply different textures to different parts of it in Unity. I went back to...
I use the three-line example provided by nicholas in this thread: http://forum.unity3d.com/viewtopic.php?t=1237 It works very nicely,...
Ah! Joe, my hero! Thanks a ton.
So, this is my *third* time getting started with Unity, and it seems like I'm still just as dumb as the first time. I'm having trouble...
Probably NSFW, just to warn everyone :)
Wait... perhaps excuse my early morning stupidity... but what language is that snippet in? It looks like a sort of blend of C# and JavaScript....
Holy crap. This is the part where I wish I'd taken that Linear Algebra class in school. But, it does make sense conceptually (the averaging,...
My gut instinct was to use Euler angles, but what happens when the Boid I'm currently examining for an update is heading due north (0°), and hir...
So, to carry this out to another direction (no pun intended.) Can you "average" quaternions? I'm working on a flocking behaviour for some of my...
Searching the forum for the string 'yield' only turns up examples of Javascript code using it. I have a bit of code that is functionally...
Oh, right, the v1.1 that we have is still just a beta. I keep forgetting that because it fixed so many little things and runs so stable....
What's the status of this Feature-Bug-Request? I assume it's not in 1.1, or I'd not of have noticed it was missing :P. Is it coming soon, in a...
Fabulous! Thanks for the help. Resetting the center of mass seemed to fix everything. Plus it's good to know the subtleties between Awake() and...
Would it be more appropriate to put that mass-centering call in "Awake" or "Start" in my C# script? (Is one depricated, or called before/after...
Aaaah, clever. I can see that 'averaging' the colliders being useful in the future. It just so happened that as I was working through...
Yes, it does. My object hierarchy looks like this: +Dozer (contains control scripts for whole object, as well as rigidbody w/mass)...
It seems like when I add an empty GameObject to the hierarchy, then I add a "Collider" component to it, the object has a mass. Even though it...