See how to optimize UI performance in Unity using this detailed guide with numerous experiments, practical advice, and performance tests to back it up! Hello! I’m Sergey Begichev, Client Developer at Pixonic (MY.GAMES). In this post, I’ll be discussing UI optimization in Unity3D. While ...
Once you have created a new Unity project, you need to import assets and set up the game scene. You can import assets such as 3D models, textures, and sound effects into your project using the Asset Store or by importing them manually. After importing the assets, you can use the Unity...
Setting the rigidbody to interpolate will make the rigidbody act similarly to a normal lerp, it’ll lag behind the wanted position more if the rigidbody is moving fast. Extrapolation predicts movement based on the current velocity of the rigidbody which allows it to keep up when the rigidbod...
in unity, thoroughly examining each step of configuring and optimizing controls. in the previous article, “ how to create a 2d character controller in unity: part 1 ”, we discussed in detail how to create the character's foundation, including its physical behavior and basic movement. now, ...
RigidBody2D: only used to provide basic interactions with standard physics (completely optional) CorgiController: responsible for collision detection, basic movement (move left / right), gravity, the CorgiController is basically the replacement for Unity’s standard physics. It provides tighter movement...
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Write the following code in DelegatesDemo.cs. public class DelegatesDemo : MonoBehaviour { #region PRIVATE_VARIABLE delegate void PointerToMath(int num1,int num2); PointerToMath myDelegate; #endregion #region UNITY_CALLBACKS void Update(){ if (Input.GetKeyDown (KeyCode.A)) { myDelegate = ...
Everything you need to know about animation loops, what they are, and how to create them perfectly every time.
private float movementSpeed; private float rotationSpeed; // Use this for initialization void Start () { movementSpeed = 10.0f; rotationSpeed = 2.0f; } // Update is called once per frame void Update () { if (Vector3.Distance(transform.position, targetTransform.position) < targetDistance...