Answer by Duckocide
This isn't a unity answer, but I had exactly the same problem when using the BEPU physics framework. The following thread may help you find an answer....
View ArticleAnswer by Duckocide
OK. I found the issue so posting the answer for me. In the camera properties, the Rendering Path needs to be set. Had to be something that simple (was set to Vertex Lit). D'oh!
View ArticleAnswer by Duckocide
Hi @ozgunn I'm not sure what your method is trying to achieve as your assigning then un-assigning the parent transform for the cylinder. Any hoo, I'm guessing you're trying to get the cylinder to swing...
View ArticleAnswer by Duckocide
Hi @finalsola The Render scale can be found in the properties of your URP pipeline asset... (Tucked away somewhere in your assets folder) ![alt text][1] [1]: /storage/temp/169837-editor4.jpg
View ArticleAnswer by Duckocide
Have you ticked the "is trigger" option on the collider? ![alt text][1] [1]: /storage/temp/169885-editor5.jpg
View ArticleAnswer by Duckocide
@Thelulz Look at Coroutines. They are a great way of running things in parallel to the main unity lifecycle. So, in your Monobehaviour component add the following to the "OnEnabled" method, something...
View ArticleAnswer by Duckocide
I'm assuming the blue diamond / cube is attached as a child to the character. If so a really quick way of getting the right direction out of the blue diamond / cube is to add two empty game objects in...
View ArticleAnswer by Duckocide
Obvious questions... Just to check, have you set the "is Trigger" on the player colliders and made sure the tags on the food are correct? ![alt text][1] [1]: /storage/temp/169897-editor5.jpg
View ArticleAnswer by Duckocide
This will I think need a scripted solution if you only want 1 camera. If you create a component to act as a render texture cache. I.e. Has a property to contain the render textures, you can then create...
View ArticleAnswer by Duckocide
There are a couple ways to restrict the cube. 1) If the blue items are static you can use Mathf.Clamp(...) function on the x-axis value of the cube. I.e. The red cube x-axis value is clamp between a...
View ArticleAnswer by Duckocide
Hi @JesperGreen There are a few tricks to this, but looking at your code, you perhaps need to consider the "distPos" value and make it Clamp01(...) (Keeps it between 0 and 1) and use the key press to...
View ArticleAnswer by Duckocide
I'd use a coroutine for this. Have a property (boolean) to indicate if times up or not. Every time you want to start the 3 second timer, call the public method "StartTimer" - It will safely stop and...
View ArticleAnswer by Duckocide
Probably a few ways to skin this one. Here's a thought or two... You can put a scroll view inside a scroll view? Outer one would be up / down (vertical). So the inner one would be just a left / right...
View ArticleAnswer by Duckocide
I've used this before https://play.google.com/store/apps/details?id=com.kimcy929.screenrecorder Runs on your phone of course.
View ArticleAnswer by Duckocide
Check the objects you have found are not the same as the one running this script? if (ai.transform != this.transform)
View ArticleAnswer by Duckocide
Can you place the flashlight as a child (game object) of the Camera? Once it's a child object, clear the local angles (zero) - It will always then point the same way as the camera.
View ArticleAnswer by Duckocide
Unity offers a number of helper methods to help navigate the hierarchy. Methods like GetComponentsInChildren<> can be quite useful. Especially when you are spawning lot's of dynamic objects that...
View ArticleAnswer by Duckocide
This feels like one of those $64k dollar questions. It's difficult to understand what you are trying to achieve with a database, but I'm guessing it's something to do with recording actions and...
View ArticleAnswer by Duckocide
Ah. This can be a classic gotcha and something that isn't obvious at first. Basically, the yellow lines are relative paths to the gameobject property being animated. Read the indent as a "/". When they...
View ArticleAnswer by Duckocide
This is a good place to start - https://learn.unity.com/tutorial/overview-and-serialization-concepts
View ArticleAnswer by Duckocide
I would attach some data (via properties on your own monobehaviour) to your "people" game objects. A monobehaviour with all the measurable person attributes. You can then check that component for the...
View ArticleAnswer by Duckocide
Code looks OK although mixing direct changes to transform position and physics (add force) isn't always best (can cause odd behaviour when in collision and this might be the issue - object is in...
View Article