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Should the player wish to stand on the platform it doesn't take them with them.
I've tried out a lot of tutorials online that shows I need to reset the parent of the player however, doing so causes…
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**Describe the bug**
Character doesn't sync rotation correctly on the server.
This is a rigged, animated, character which contains a NetworkIdentity, NetworkTransform and NetworkAnimator attached to…
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Can you explain how the slope handling works?
I remember that this was unsolved in Godot core.
* Near zero deviance on slopes
* Perfectly equal velocities on all slopes
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```
interface: /home/dale/git/vircadia/vircadia-master/libraries/audio-client/src/AudioClient.cpp:1698:
void AudioClient::processReceivedSamples(const QByteArray&, QByteArray&): Assertion `decodedB…
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Hello there, I came here to report 2 really annoying bugs which allows you to easily kill someone who in a APC. Even tho APC is armored vehicle which can't be destroyed with normal bullets, it is stil…
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**Describe the bug**
I am not able to translate text using Plural component.
**To Reproduce**
Plural component (from "@lingui/react") is used as this :
```
```
And the po file using `li…
ghost updated
3 years ago
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`Physics.RaycastAll(ray, range, -1, QueryTriggerInteraction.Collide);` when player watching on zombie returns 0 hits(or some hits
of player).
Something wrong or it should be like this?
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Not really an issue. The motor works pretty great. Is there any way to out-of-box access the collider that is around the player? I want to adjust it for ducking. I have an abstract class called Behavi…
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# Use Case
[@trueh is using the `Animancer.FSM` and wants to choose between multiple transitions when entering a state depending on the previous state it was in.](https://forum.unity.com/threads/56…