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So what's the problem? Is it working differently from what you're expecting? Where's CharacterMotor coming from?
http://unity3d.com/support/documentation/Manual/Web%20Player%20Streaming.html This should help if you haven't read it yet. 563mb sounds like a lot...
I'm not sure if I completely understand what's wrong, but you're using world positions to find localRotation instead of using world positions to...
Do something like transform.localRotation = Quaternion.Euler(0.0f, transform.localEulerAngles.y, 0.0f);
Thanks for clarifying Dman, didn't realize that.
You're using Transform.forward in the last line of your Update function. Use lowercase if you're talking about the tranform of the GameObject that...
First, check the Inspector to make sure your values are correct. Just because you set them in code doesn't mean that's what they are in the...
Vector3(Input.GetAxis("Horizontal")) is like writing Vector3(0.2f) or Vector3(-1.0f). You can't create a Vector3 with one float.
Sometimes it's less of a headache to write your own simplified Physics than to force the physics engine to do what you want it to do.
http://unity3d.com/support/documentation/Components/SL-SurfaceShaderExamples.html Copy the shader that makes the bulgy soldier. Then change...
I found this and got it working: http://forum.unity3d.com/threads/99831-Turn-of-the-Shader-Lighting
I think a screenshot would help a lot more. Also, you say you're trying to get a certain effect, but you don't say what that is.
I just realized something. It's being affected by lighting. When I turned off all the lights in the scene, it looks like how it's supposed to. I...
I thought this would be easy, but for some reason it's not. I'm trying to change the lighting model on my shader to just pass through the color...
I'm not 100% sure of my answer, so I hope someone else will jump in. I just know Cg is pretty much HLSL which uses row vectors, but OpenGL uses...
Uh, well hell. I changed the w coordinates from 0 to 1 and I think it's working how it's supposed to. Ug.
Yeah, I can't figure out why this is wrong. I checked to make sure I'm not editing the wrong script and that I'm using localMin and localMax with...
I tried it both ways, and they both yielded the same results. I can't figure out why though. Here's some images attached with localMin and...
You might want to consider writing your own lighting model so that you can pick up the amount of light at each vertex or fragment....
http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter08.html If you look at Example 8-5, it looks like they're doing it how you are.