Need to check your game for missing colliders? Try the Physics Debugger!

2021-01-07T09:43:38+01:00

Need to check your game for missing colliders? Try the Physics Debugger!2021-01-07T09:43:38+01:00

Using TryGetComponent will not allocate memory in case it fails and is available since 2019.2

2021-01-07T10:30:19+01:00

Using TryGetComponent will not allocate memory in case it fails and is available since 2019.22021-01-07T10:30:19+01:00

Good to know, so you are not looking for this edge case

2021-01-07T10:31:47+01:00

Good to know, so you are not looking for this edge case2021-01-07T10:31:47+01:00

Use collider geometry you can see in your scene and this snippet to hide it in play mode and build

2021-01-07T10:41:20+01:00

Use collider geometry you can see in your scene and this snippet to hide it in play mode and build2021-01-07T10:41:20+01:00

In some situations it is beneficial to not apply a force using world coordinates and instead apply it in the objects local coordinates

2020-03-11T14:39:06+01:00

In some situations it is beneficial to not apply a force using world coordinates and instead apply it in the objects local coordinates2020-03-11T14:39:06+01:00

Mind the difference between setting transform.position and rigidbody.MovePosition() when moving your kinematic objects

2020-03-11T14:46:54+01:00

Mind the difference between setting transform.position and rigidbody.MovePosition() when moving your kinematic objects2020-03-11T14:46:54+01:00

Having a kinematic rigidbody detect collision with a collider without a rigidbody?

2020-03-11T14:49:57+01:00

Having a kinematic rigidbody detect collision with a collider without a rigidbody?2020-03-11T14:49:57+01:00
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