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1

I haven't digested all of your code. Consider the effect of using the center of the rear axle as the vehicle's origin and have that point ride the actual Bezier. As such, the car's forward direction is coincident with the tangent. Both of these relate to the path of a real car. The front wheels just need to always point directly toward their ...


0

By speculation - this is what it looks like to me. The arrows seem to, as others say, have an extra variable to determine their height. It looks like an X and Y velocity of the dart might be determined by the direction and power of the power bar, with a predetermined height. I'm not sure if the darts are shot at an upward angle. If not then the flight time ...


0

3D models for something that uses minimalist art is completely overkill. The arrows' effects are most likely produced by 2D art and some math. First, the arrows are given a rotation based on the angle that the player makes with the mouse, upon release of the left mouse button. Then, based upon how long the mouse button was held, the arrows are given a ...


3

I've made projectiles like this in a game and they are most likely 2D for all purposes besides selecting the correct sprite. Then a third Height variable is maintained and some simplified physics is applied. This variable might even be "time in air". So they are likely represented in 2D (x,y) and animated using a third tertiary variable


2

Let me rename the vars (for clarity): Vector3 pos3d = new Vector3 (1f, 2f, 3f); Vector2 pos2d = new Vector2 (1f, 2f); Answer It is because of the section pos3d + pos2d of the line. This part is really ambiguous while the += is not. Let me clarify why one and why the other. Analysis 1 In this line transform.position = pos3d + pos2d; the compiler ...


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Full issue message: error CS0121: The call is ambiguous between the following methods or properties: UnityEngine.Vector2.operator +(UnityEngine.Vector2, UnityEngine.Vector2)' andUnityEngine.Vector3.operator +(UnityEngine.Vector3, UnityEngine.Vector3)' Unity provided a way to implicitly convert a Vector3 to a Vector2 and vice-versa. This causes an ...


1

//Everything normalized shipRight = shipForward.Cross(target.Up); shipUp = shipForward.Cross(shipRight); The cross-product is perpendicular to both vectors. For this diagram, I gave both spheres random orientations. The left view shows the steps from an arbitrary, third, perspective; I couldn't find a better alignment, so you'll have to take my word that ...


2

(removing the sides of the cube does not count) Sorry dude, that is what you have to do if you want this to be efficient and work every time. The reason you're getting those lines is slight depth buffer inconsistencies (also known as z-fighting). The sides of the blocks are almost at exactly the same depth as the tops of the nearer blocks. Ideally, in ...


4

The first step in implementing a physics engine is to model the movement of each object in form of a 3d velocity vector. Each object has current velocities in x, y and z direction. Each logic tick of your game engine, the object is moved by its current velocity. Changing the velocity-vector of an object by applying an acceleration-vector is the primary ...


3

So this doesn't provide details to every problem you'll encounter with your approach, but, if you want to map each vertex to the closest non-air voxel in order to scrape information from it (such as which texture to sample), here's a proof for the efficient method I came up with: For any given marching cubes vertex, we wish to select a voxel with which ...


1

Specular highlights are controlled by the Shader of the Material assigned to the MeshRenderer component of an object. The standard shader in Unity 5 has a slider for "Metallic" and "Smoothness". When you turn up the smoothness, your object will have a less glossy look. You could also try experimenting with the other shaders Unity has to offer.


3

You may want to create a button for the script. void OnGUI() { if (GUI.Button(new Rect(10, 10, 150, 100), "Go to Level1")) Application.LoadLevel ("Level1"); } For more information about the GUI scripting, check this out: http://docs.unity3d.com/Manual/gui-Basics.html


3

this problem is divided into two situations´╝Ü first: sword, this thing can be just parented to the bone, then it will move with bone; second: cloth, in blender, you need to use the same armature, then create two different cloth, and rig the cloth mesh to the armature. in unity3d, read this article: ...


2

Parent the objects to bones and they will move with the bones.


3

You need to use the range instead of the distance when you cast the ray. The range is the length of the projection of the ray onto the camera plane. See this source. Though IMHO some amount of fisheye distortion is kind of cool to keep around.


5

As the commenters on the opening post have already pointed out, this mechanism is called 'perspective correction' or in 3D terms 'perspective projection'. The basic idea is that as things get further away, they get smaller. It's all about trigonometry (calculating triangles). You can calculate this by assuming that your Field of View is like a pyramid ...



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