Thread Modes Spawn Objects of differing lengths uniformly along a Spline
I need to figure out how to spawn objects (in this case vehicles) that are of different lengths with uniform spacing along a spline (in this case representing a road). I'm having a lot of trouble...
View ArticleHow to create 360 curved text?
Hello all I need to have a sentence surrounding the player, how should I approach this? Let me tell you what I've tried already: Text mesh pro - no results Curvy - no results (good for 2d circle only)...
View Articlemoving forward after bazier curve
hello. actually I have this script, i'm able to turn in a bazier curve, but a cube can't continue moving in the direction where it is facing... someone can tell me what i'm doing wrong? i'm also...
View ArticleGet the distance covered from a curve line?
Sorry for the newbie question. I want to create a curve way point line that the player will travel or move to by dragging, my question is how to know the total distance covered by the player based on...
View ArticleTrain spawn on curved path
Hello, my curved path consists of hundreds of points in one array. Spawn one car is no problem but if I want to spawn train consisting of 10 wagons, how can I do this. How to find position for 10...
View ArticleComplex Enemy follow AI
I am trying to make a top down shooter with very basic enemies that only move towards the player at all times. When I implemented a very basic follow script it worked alright but the enemies would just...
View Articlehelp with shooting projectile along a curve path
hey guys, so i been trying to find a way to shoot projectiles along a curve path . and i found this tutorial on youtube which was really good. here (https://www.youtube.com/watch?v=IvT8hjy6q4o) i also...
View ArticleRotating animation at the same speed
hello, So I have a circle that I want to rotate, I already animated it to go from 0 to -360 but the problem is that unity makes it smooth and so the animation picks up speed at the start being the...
View ArticleMake an object follow a curve
I'm working on a new project and in the scene, I'm trying to make a vehicle follow a road path I've created. I've tried animation curves among other things but I can't get a proper smooth curve that...
View Articleshoot a projectile on a curved path ?
the result i want is similar to angry birds but from top view camera and no gravity would be included , or more like Knife Hit game except i want to shoot the projectile either straight , right curve...
View ArticleHow to create a random generated racing game track with walls on the side?
Hello there! I am creating a racing game with AI trained with Unity machine learning agents toolkit. The agents work well on three tracks I have created, now I would like to try the agent on a random...
View ArticleI need to make a bullet prefab follow a set path(bezier angle) on an...
i have a mortor tower that will shoot a bullet in a curve, and to do this i am trying to make it follow a bezier curve drawn by a line renderer, but it is either falling off the map, or is going to the...
View ArticleI can't figure out the correct formula of t (bezier curve)
As in the title, I can figure out the formula of ***float T***. The idea is that the camera follows the target and is always parallel to it, but also want the camera respects the curve. I know T is...
View ArticleRolling ball obstacle on a half pipe at a constant speed
Hi, I'm new to Unity and there is a game I'm making where i have a half pipe with a falling ball from end to end that acts as an obstacle for the player. I was wondering how to make it maintain its...
View ArticleHow to create curved canvas?
I tried to put canvas inside a sphere, but it is still flat, there is no way to curve it... I tried in several ways and there is no solution for this on the internet
View ArticleWhat's the formula for filling gaps between control points on the outside...
I've got a control point-based car physics model. Vector3 pointVec = state.nextSubPoint.transform.InverseTransformVector (transform.position - state.nextSubPoint.transform.position); Vector3 pointVec2...
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