Tag: Unity
All the articles with the tag "Unity".
OverlapSphere Doesn't Ignore the Ignore Raycast Layer
Same Physics class, different default layer masks for Raycast and OverlapSphere. An object you parked on Ignore Raycast to keep it out of queries still shows up in OverlapSphere.
CrossFade's 0.3f: On One Side It's 0.3 Seconds, on the Other It Isn't
I checked a CrossFade explanation written in 2014. It's correct. But the component you'd actually use today has a method by the same name, and the second argument is in a different unit.
There Are Two Clamps: Swap the Arguments and Only One Throws
Mathf.Clamp takes four lines to explain. The trouble is everything outside those four lines: what happens when you swap the bounds, when NaN arrives, and when you clamp an angle.
A Render Pipeline Is an Asset, and Built-In Is What's Left When the Field Is Empty
I read Unity's introduction to render pipelines. I had it filed as picking one of three, but following the docs it turns out Built-In isn't something you pick — it's what remains when you've assigned nothing.