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I believe nothing has changed since then, so you don't.
Can't believe this bug is still on the run... each time i update it comes back, and each time i need something different to fix it... EDIT: Seems...
Yep, i second the Grappling Hook. But i do like the natural health regeneration/reset. But only if the reset is done right. I think what the reset...
Disagree? Sorry, i didn't mean to challenge you, it was just an observation. Bold claims are promising, especially when someone took the time to...
This reminds me of https://forum.unity.com/threads/smoothmovementtest-should-help-eliminating-hiccup-sources.162694/#post-1149041 You make bold...
The only thing that bugs me is that we get no native hookFunction that is called before Fixed Update each frame. Because of that, Input which is...
If your Theme allows it you could incentivice not shooting important things by introducing the Avenger of Art, a oberpowered enemy that will hunt...
VRazorblade Defense Wave Slicer VR Slicewave VR Robochop 3 VR ...just Spitballin here to add some wordings to the permutation pool
I have no solution, but if you are willing to work for it yourself, I have three probable paths to salvation: Path 1: - Check out the new Input...
yup, this is an error, look at the comment on the right, there is the required function, just remove the "1-" in front of the 0 to 1 functions and...
Not very nice, but a workaround, reduce your OS framerate: [ATTACH] Otherwise, if I don't missunderstand your problem, your surely know about...
Not sure if it has been said already (no pun intended not_sure). But have you considered a resource based invisibility? I mean you get an audio...
@anycolourulike since you just liked my old comment's code, this is my most recent code for 3D leading public static Vector3...
Just some ideas, Give it a Spin, introduce a little Hook For example, introduce a Time reverse mechanic like that super time force game. Or make...
Hmm, are you using continuous collisions on your rigidbodies? if not, check how some lag will affect your physics:...
Oh, i didn't know that. Most of the time you also have some physics-checks along those jumps and other impulses... but those should behave the...
No, you set a jump flag, read it in FixedUpdate, and only ever set it to false at the moment it has been used (=consumed). Maybe "Jumptoken" would...
Well, if you say that you tightly couple the renderframes to the physicframes, wouldn't your physics rund twice as fast on 120Hz Monitors compared...
So you use that to basically be able to write "FixedUpdateInputHelper.GetKeyDown()" within FixedUpdate? Seems a bit cumbersome. The only gain you...
You lost me, I suspect that you might be doing something counterproductive, but I might be wrong and mean no harm or insult. Valid approach if...