It can be difficult to handle collisions at high speeds due to physical timing constraints in Unity3d, so I modified the code so I can set a minimum and maximum speed and the speeds I tested seem to work as intended, so try it for yourself. privateRigidbody _rb; [SerializeField]privatef...
public void ApplyForce (Vector2 direction) { const float magnitude = 5f; GetComponent<Rigidbody2D>().AddForce(magnitude * direction, ForceMode2D.Impulse); } And a "Ship" script that will instantiate a Bullet and try to access its "Bullet" component to then access the "ApplyForce" ...
We can move, rotate or scale dynamic colliders and Unity will not cache them. Any game object with a collider and a rigid body is considered a dynamic object. Any game object with a collider and no rigid body is considered a static object Add a rigidbody to the Pickup prefab. If you...
Unity caches all the static colliders – everytime we move, rotate or scale the static colliders, the Unity will recalculate the cache – takes resources! We can move, rotate or scale dynamic colliders and Unity will not cache them. Any game object with a collider and a rigid body is ...
; // access Joystick script in Standard assets to detect when right joystick is held down Joystick joystick_left; Joystick joystick_right; void Start () { if (GetComponent<Rigidbody> ()) { rb = GetComponent<Rigidbody> (); } else { Debug.LogError ("Player needs to have ...
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassPlayerController:MonoBehaviour{publicfloatplayerSpeed =5.0f;privateRigidbody playerRb;privateVector3 startPos;// Start is called before the first frame updatevoidStart(){ ...
If it is null in method "A", it could be that method "B" passed a null to method "A". null can have different meanings: Object variables that are uninitialized and hence point to nothing. In this case, if you access members of such objects, it causes a NullRef...
What I did was change my script to following and added Event Trigger component. Then call the public functions accordingly. using System.Collections; using System.Collections.Generic; using UnityEngine; public class CarMve : MonoBehaviour { bool move = false; bool moveR = false; public Rigidbody...
using UnityEngine; using System.Collections; public class waterBucketAction : MonoBehavior { Animator waterAnim; // a simple player controller using unity's RigidBody2D feature. I added PlayerControllerScript so that I could make sure the player had to remain on the ground i...
We carried out detailed in-lab task-based observations and semi-structured interviews with 12 software developers who were implementing AR for the first time using the Unity development environment. This choice was made, as prior research [1,8] indicates that while new AR creators have access to...