Controller.bounds.(min/max) is giving me a value I have trouble with...
Hey again everyone :)I have a very small question about the test results I received while attempting to do a movement with my character controller.There is an event that occurs (doesn't really matter...
View Articlehow to obtain collider extents?
I have some box colliders and I need to know the min and max Vector3 positions that define each cube in world coordinates. Is there a ready made function or must I make my own by calculating the...
View ArticleVault Over Collider Based Mesh
I'm looking to have a player be able to vault over a short wall/fence/etc... So the idea is if there are standing on one side, interact with the fence, they'll "vault over it" to the other side....
View ArticleTextMesh.renderer.bounds.extents not 100% accurate?
I've been looking for a better way of getting the size of a TextMesh object, but every answer I've found relies on using it's renderer.bounds.center/extents properties. This works in general, but fails...
View ArticleCalculating Door Hinge Pivots
I'm trying to move an empty game object to a hinge position on a door, so I can use it as the pivot point to swing the door open. The door script I've written has a setting which allows the player to...
View ArticleHow to keep game object aligned with text mesh
I'm trying to keep a counter with a sandtimer icon centered over a buy button. The sandtimer icon is a child object to the counter's TextMesh. The problem is, the sandtimer child can't inherently...
View ArticleTo get half the width of the camera why would you not use "size.extent"?
In the tutorial the guy uses this code to calculate half the width (extend) of what Camera can see in world coordinates: "float horizontalCamExtend = cam.orthographicSize * Screen.width/Screen.height;"...
View ArticleExtents of a Compound GameObject (C#)
My third-person character picks up objects of various sizes. These objects are composed of a GameObject with an attached Rigidbody, and a number of child objects with attached Colliders. My goal is to...
View ArticleMesh.RecalculateBounds
The documentation for the function contains this comment... "Assigning triangles will automatically Recalculate the bounding volume." Experimentally I am seeing differences if I manually call this...
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