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Question by jandel122 · Jun 30, 2014 at 10:52 AM · movement

Character Movement jitters

The characters moves but its very jitter, like he starts and stops. I bought an asset and it's just not working well.

Heres the code below

 //An enchanced version of the unity's character motor from the standard assets
 #pragma strict
 #pragma implicit
 #pragma downcast
 
 var crouchLayerMask : LayerMask;
 
 var fixedUpdate : boolean = true;
 
 var canControl : boolean = true;
 var canCrouch : boolean = true;
 
 @System.NonSerialized
 var inputMoveDirection : Vector3 = Vector3.zero;
 
 @System.NonSerialized
 var inputJump : boolean = false;
 
 @System.NonSerialized
 var running : boolean;
 @System.NonSerialized
 var crouch : boolean = false;
 
 class CharacterMotorMovement{
     var maxForwardSpeed : float = 2.0;
     var maxRunSpeed : float = 3.5;
     var maxStamina : float = 7.0;//1 = 1 second of running
     @System.NonSerialized
     var staminaLeft : float;
     var maxCrouchSpeed : float = 1.0;
 
     var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
 
     var maxGroundAcceleration : float = 30.0;
     var maxAirAcceleration : float = 20.0;
 
     var gravity : float = 10.0;
     var maxFallSpeed : float = 20.0;
 
     @System.NonSerialized
     var collisionFlags : CollisionFlags; 
 
     @System.NonSerialized
     var velocity : Vector3;
 
     @System.NonSerialized
     var frameVelocity : Vector3 = Vector3.zero;
 
     @System.NonSerialized
     var hitPoint : Vector3 = Vector3.zero;
 
     @System.NonSerialized
     var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
 }
 
 var movement : CharacterMotorMovement = CharacterMotorMovement();
 
 enum MovementTransferOnJump{
     None, // The jump is not affected by velocity of floor at all.
     InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
     PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
     PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
 }
 
 class CharacterMotorJumping{
     var enabled : boolean = true;
     var baseHeight : float = 1.0;
     //var extraHeight : float = 4.1;
     var perpAmount : float = 0.0;
     var steepPerpAmount : float = 0.5;
 
     // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
     // Very handy for organization!
     @System.NonSerialized
     var jumping : boolean = false;
 
     @System.NonSerialized
     var holdingJumpButton : boolean = false;
 
     @System.NonSerialized
     var lastStartTime : float = 0.0;
 
     @System.NonSerialized
     var lastButtonDownTime : float = -100;
 
     @System.NonSerialized
     var jumpDir : Vector3 = Vector3.up;
 }
 
 var jumping : CharacterMotorJumping = CharacterMotorJumping();
 
 class CharacterMotorMovingPlatform{
     var enabled : boolean = true;
     var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
 
     @System.NonSerialized
     var hitPlatform : Transform;
 
     @System.NonSerialized
     var activePlatform : Transform;
 
     @System.NonSerialized
     var activeLocalPoint : Vector3;
 
     @System.NonSerialized
     var activeGlobalPoint : Vector3;
 
     @System.NonSerialized
     var activeLocalRotation : Quaternion;
 
     @System.NonSerialized
     var activeGlobalRotation : Quaternion;
 
     @System.NonSerialized
     var lastMatrix : Matrix4x4;
 
     @System.NonSerialized
     var platformVelocity : Vector3;
 
     @System.NonSerialized
     var newPlatform : boolean;
 }
 
 var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();
 
 class CharacterMotorSliding{
     var enabled : boolean = true;
 
     var slidingSpeed : float = 15;
 
     var sidewaysControl : float = 1.0;
 
     // How much can the player influence the sliding speed?
     // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
     var speedControl : float = 0.4;
 }
 
 var sliding : CharacterMotorSliding = CharacterMotorSliding();
 
 @System.NonSerialized
 var grounded : boolean = true;
 
 @System.NonSerialized
 var groundNormal : Vector3 = Vector3.zero;
 
 @System.NonSerialized
 var fallDamage : float;
 
 @System.NonSerialized
 var normalWalkSpeed : float;
 
 private var lastGroundNormal : Vector3 = Vector3.zero;
 
 private var Tran : Transform;
 private var controller : CharacterController;
 private var gameController : GameObject;
 
 function Awake(){
     Tran = transform;
     controller = GetComponent(CharacterController);
     normalWalkSpeed = movement.maxForwardSpeed;
     gameController = GameObject.FindGameObjectWithTag("GameController");
     movement.staminaLeft = movement.maxStamina;
 }
 
 private function UpdateFunction(){
     var velocity : Vector3 = movement.velocity;
 
     velocity = ApplyInputVelocityChange(velocity);
 
     velocity = ApplyGravityAndJumping (velocity);
 
     var moveDistance : Vector3 = Vector3.zero;
     if(MoveWithPlatform()){
         var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
         moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
         if(moveDistance != Vector3.zero)
             controller.Move(moveDistance);
 
         var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
         var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
 
         var yRotation = rotationDiff.eulerAngles.y;
         if(yRotation != 0){
             Tran.Rotate(0, yRotation, 0);
         }
     }
 
     var lastPosition : Vector3 = Tran.position;
 
     var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
 
     var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
     if(grounded)
         currentMovementOffset -= pushDownOffset * Vector3.up;
 
     movingPlatform.hitPlatform = null;
     groundNormal = Vector3.zero;
 
     movement.collisionFlags = controller.Move (currentMovementOffset);
 
     movement.lastHitPoint = movement.hitPoint;
     lastGroundNormal = groundNormal;
 
     if(movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform){
         if(movingPlatform.hitPlatform != null){
             movingPlatform.activePlatform = movingPlatform.hitPlatform;
             movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
             movingPlatform.newPlatform = true;
         }
     }
 
     var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
     movement.velocity = (Tran.position - lastPosition) / Time.deltaTime;
     var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
 
     if(oldHVelocity == Vector3.zero){
         movement.velocity = new Vector3(0, movement.velocity.y, 0);
     }
     else{
         var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
         movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
     }
 
     if(movement.velocity.y < velocity.y - 0.001){
         if(movement.velocity.y < 0)
             movement.velocity.y = velocity.y;
         else
             jumping.holdingJumpButton = false;
     }
 
     if(grounded && !IsGroundedTest()){
         grounded = false;
 
         if(movingPlatform.enabled && (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)){
             movement.frameVelocity = movingPlatform.platformVelocity;
             movement.velocity += movingPlatform.platformVelocity;
         }
 
         SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
         Tran.position += pushDownOffset * Vector3.up;
     }
     else if(!grounded && IsGroundedTest()){
         grounded = true;
         jumping.jumping = false;
         SubtractNewPlatformVelocity();
 
         SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
     }
 
     if(MoveWithPlatform()){
         movingPlatform.activeGlobalPoint = Tran.position + Vector3.up * (controller.center.y - controller.height * 0.5 + controller.radius);
         movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
 
         movingPlatform.activeGlobalRotation = Tran.rotation;
         movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; 
     }
 }
 
 function FixedUpdate(){
     if(fixedUpdate)
         UpdateFunction();
     if(!grounded)
         fallDamage -= Time.fixedDeltaTime * controller.velocity.y * 10;
 
     if(Input.GetButton("Crouch") && canCrouch){
         if(!crouch){
             movement.maxForwardSpeed = movement.maxCrouchSpeed;
             running = false;
             crouch = true;
         }
         if(controller.height > 0.8)
             controller.height -= Time.fixedDeltaTime * 2.5;
     }
     else{
         if(controller.height < 1.8){
             var hit : RaycastHit;
             if(!Physics.CapsuleCast(Tran.position, Tran.position, controller.radius, Tran.up, hit, 1.8f, crouchLayerMask))
                 controller.height += Time.fixedDeltaTime * 2;
         }
         else if(controller.height >= 1.8){
             if(crouch){
                 movement.maxForwardSpeed = normalWalkSpeed;
                 crouch = false;
             }
         }
     }
     if(controller.center.y != controller.height / 2)
         controller.center.y = controller.height / 2;
     if(controller.height < 0.8 || controller.height > 1.8)
         controller.height = Mathf.Clamp(controller.height, 0.8, 1.8);
     if(movingPlatform.enabled){
         if(movingPlatform.activePlatform != null){
             if(!movingPlatform.newPlatform){
                 var lastVelocity : Vector3 = movingPlatform.platformVelocity;
                 movingPlatform.platformVelocity = (movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint) - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)) / Time.deltaTime;
             }
             movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
             movingPlatform.newPlatform = false;
         }
         else{
             movingPlatform.platformVelocity = Vector3.zero;    
         }
     }
     if(controller.isGrounded){
         if(controller.velocity.magnitude > 0.2){
             if(running)
                 movement.staminaLeft -= Time.fixedDeltaTime;
             else
                 movement.staminaLeft += Time.fixedDeltaTime / 3;
         }
         else
             movement.staminaLeft += Time.fixedDeltaTime * 3;
     }
     movement.staminaLeft = Mathf.Clamp(movement.staminaLeft, 0, movement.maxStamina);
     gameController.SendMessage("ApplyStaminaLeft", movement.staminaLeft / movement.maxStamina, SendMessageOptions.DontRequireReceiver);
 }
 
 function Update(){
     if(!fixedUpdate)
             UpdateFunction();
     if(grounded){
         if(fallDamage > 30)
             SendMessageUpwards("ApplyFallDamage", fallDamage - 30, SendMessageOptions.DontRequireReceiver);
         fallDamage = 0;
     }
     if(!crouch){
         if(Input.GetButtonDown("Run")){
             running = true;
             movement.maxForwardSpeed = movement.maxRunSpeed;
         }
         else if(Input.GetButtonUp("Run") || movement.staminaLeft <= 0){
             running = false;
             movement.maxForwardSpeed = normalWalkSpeed;
         }
     }
     var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
     if(directionVector != Vector3.zero){
         var directionLength = directionVector.magnitude;
         directionVector = directionVector / directionLength;
         directionLength = Mathf.Min(1, directionLength);
         directionLength = directionLength * directionLength;
         directionVector = directionVector * directionLength;
     }
     inputMoveDirection = Tran.rotation * directionVector;
     inputJump = Input.GetButton("Jump");
 }
 
 private function ApplyInputVelocityChange(velocity : Vector3){    
     if(!canControl)
         inputMoveDirection = Vector3.zero;
 
     var desiredVelocity : Vector3;
     if(grounded && TooSteep()){
         desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
         var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
         desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
         desiredVelocity *= sliding.slidingSpeed;
     }
     else
         desiredVelocity = GetDesiredHorizontalVelocity();
 
     if(movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer){
         desiredVelocity += movement.frameVelocity;
         desiredVelocity.y = 0;
     }
 
     if(grounded)
         desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
     else
         velocity.y = 0;
 
     // Enforce max velocity change
     var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
     var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
     if(velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange){
         velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
     }
     if(grounded || canControl)
         velocity += velocityChangeVector;
 
     if(grounded){
         velocity.y = Mathf.Min(velocity.y, 0);
     }
 
     return velocity;
 }
 
 private function ApplyGravityAndJumping(velocity : Vector3){
     if(!inputJump || !canControl){
         jumping.holdingJumpButton = false;
         jumping.lastButtonDownTime = -100;
     }
 
     if(inputJump && jumping.lastButtonDownTime < 0 && canControl)
         jumping.lastButtonDownTime = Time.time;
 
     if(grounded)
         velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
     else{
         velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
         /*if(jumping.jumping && jumping.holdingJumpButton){
             if(Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)){
                 velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
             }
         }*/
         velocity.y = Mathf.Max(velocity.y, -movement.maxFallSpeed);
     }
 
     if(grounded){
         if(jumping.enabled && canControl && !crouch && (Time.time - jumping.lastButtonDownTime < 0.2)){
             grounded = false;
             jumping.jumping = true;
             jumping.lastStartTime = Time.time;
             jumping.lastButtonDownTime = -100;
             jumping.holdingJumpButton = true;
 
             if(TooSteep())
                 jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
             else
                 jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
 
             velocity.y = 0;
             velocity += jumping.jumpDir * CalculateJumpVerticalSpeed(jumping.baseHeight);
 
             if(movingPlatform.enabled && (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)){
                 movement.frameVelocity = movingPlatform.platformVelocity;
                 velocity += movingPlatform.platformVelocity;
             }
         }
         else{
             jumping.holdingJumpButton = false;
         }
     }
 
     return velocity;
 }
 
 function OnControllerColliderHit (hit : ControllerColliderHit){
     if(hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0){
         if((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
             groundNormal = hit.normal;
         else
             groundNormal = lastGroundNormal;
 
         movingPlatform.hitPlatform = hit.collider.transform;
         movement.hitPoint = hit.point;
         movement.frameVelocity = Vector3.zero;
     }
 }
 
 private function SubtractNewPlatformVelocity(){
     if(movingPlatform.enabled && (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)){
         if(movingPlatform.newPlatform){
             var platform : Transform = movingPlatform.activePlatform;
             yield WaitForFixedUpdate();
             yield WaitForFixedUpdate();
             if(grounded && platform == movingPlatform.activePlatform)
                 yield 1;
         }
         movement.velocity -= movingPlatform.platformVelocity;
     }
 }
 
 private function MoveWithPlatform() : boolean{
     return(
         movingPlatform.enabled
         && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
         && movingPlatform.activePlatform != null);
 }
 
 private function GetDesiredHorizontalVelocity(){
     var desiredLocalDirection : Vector3 = Tran.InverseTransformDirection(inputMoveDirection);
     var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
     if(grounded){
         var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg;
         maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
     }
     return Tran.TransformDirection(desiredLocalDirection * maxSpeed);
 }
 
 private function AdjustGroundVelocityToNormal(hVelocity : Vector3, groundNormal : Vector3) : Vector3{
     var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
     return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
 }
 
 private function IsGroundedTest(){
     return(groundNormal.y > 0.01);
 }
 
 function GetMaxAcceleration(grounded : boolean) : float{
     if(grounded)
         return movement.maxGroundAcceleration;
     else
         return movement.maxAirAcceleration;
 }
 
 function CalculateJumpVerticalSpeed(targetJumpHeight : float){
     return Mathf.Sqrt(2 * targetJumpHeight * movement.gravity);
 }
 
 function IsJumping(){
     return jumping.jumping;
 }
 
 function IsSliding(){
     return(grounded && sliding.enabled && TooSteep());
 }
 
 function IsTouchingCeiling(){
     return(movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
 }
 
 function IsGrounded(){
     return grounded;
 }
 
 function TooSteep(){
     return(groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
 }
 
 function GetDirection(){
     return inputMoveDirection;
 }
 
 function SetControllable(controllable : boolean){
     canControl = controllable;
 }
 
 function MaxSpeedInDirection(desiredMovementDirection : Vector3) : float{
     if(desiredMovementDirection == Vector3.zero)
         return 0;
     else{
         var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxForwardSpeed) / movement.maxForwardSpeed;
         var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
         var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxForwardSpeed;
         return length;
     }
 }
 
 function SetVelocity(velocity : Vector3){
     grounded = false;
     movement.velocity = velocity;
     movement.frameVelocity = Vector3.zero;
 }
 
 function ResetFallDamage(){
     fallDamage = 0;
 }
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avatar image HarshadK · Jun 30, 2014 at 11:02 AM 0
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That's millions of lines of code for us to read. ;-)

You should better post only the relevant code related to your problem.

I think you have taken the comments on questions of others 'please post your code' quite seriously :-P

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Answer by YoungDeveloper · Jun 30, 2014 at 10:58 AM

Nobody will read that long piece of a code, but let me give you reasons it's hapenning.

  • Your player and/or camera movement is executed in FixedUpdate(), which doesn't run every frame

  • Move/Update player and/or camera last, after every script has finished Update(), for that use LateUpdate()

  • Try smoothing out player/camera movement using Lerp, no movetowards or translate.

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