WebSep 6, 2024 · Vector3 center = transform.position; float radius = (float)space / 2; float angleIncrement = 360 / (float)numObjects; for (int i = 0; i < numObjects; i++) { Vector3 pos = FormationCircle (center, radius, i, angleIncrement); // ... } Hope this helps! Let me know if you have any questions. Share Follow answered Sep 6, 2024 at 14:50 Serlite WebNov 12, 2024 · Tour Start here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site
Unity Navigation mesh by terrain texture · GitHub
WebReach out to us via Social media, Telephone or Email. Our support team is always available to assist you. 0700 8888328 OR 01 888328 (App & Card queries) 0700 8888329 OR 01 … Webpublic bool HitTestWithRoad () { Vector3 position = transform.position + transform.TransformDirection (Vector3.up) * 0.2f; Vector3 direction = transform.TransformDirection (Vector3.down); Ray ray = new Ray (position, direction); RaycastHit hit; Debug.DrawLine (ray.origin, ray.origin + ray.direction * distance, Color.red); … fred trotter hawaii
SampleHeight vs GetHeight? - Unity Answers
WebJul 6, 2024 · Vector3 position = new Vector3 (Random.Range (0, range), 0, Random.Range (0, range)); float height = Random.Range (0.3f, 0.9f); float y = terrain.SampleHeight … WebDec 1, 2011 · 1 Answer Sorted by: 3 I assume you're using Camera.transform.translate? If so, modify your script to do something like: Vector3 pos = Camera.transform.position; pos += new Vector3 (1,0,1); //Translate 1 unit on x, and 1 unit on z Camera.transform.position = pos; For a more complete example, here is my MouseLook () code: WebDec 2, 2014 · var pos = transform.position + transform.forward * placeDistance; // A position 'someDistance' in front of the player pos.y = Terrain.activeTerrain.SampleHeight (pos); // … fred trost death