• ### Set-Rate Lerping (Resolved) | Unity Community

var smoothaccelerate: float =Mathf.Abs( (TargetSpeed - ActualSpeed)/15); I'm assuming that 15 is your maximum speed. In this case, you multiply smootha...

• ### unity - How to convert this physics2d raycast with ^ code to ph...

RaycastHit2D maxSlopeHitLeft = Physics2D.Raycast (raycastOrigins.bottomLeft, Vector2.down, Mathf.Abs (moveAmount.y) + skinWidth, collisionMask); R...

gamedev.stackexchange.com/questions/150334/...

• ### Mathfx - Unify Community Wiki

return lineStart + (Mathf.Clamp(closestPoint, 0.0f, Vector3.Magnitude(fullDirection)) * lineDirection); } //Bounce public static float Bounce(float x) { return ...

wiki.unity3d.com/index.php/Mathfx

• ### ShipControls - Unify Community Wiki

{ if (Mathf.Abs(thrust) 0.01F) { if (rigidbody.velocity.sqrMagnitude sqrdSpeedThresholdForDrag) rigidbody.drag = fastDrag; else rigidbody.drag = slowDrag; } el...

wiki.unity3d.com/index.php?title=ShipControls

• ### c# - Unity Mathf.Atan2 algorithm complexity - Game Developm...

punt and return an arbitrary direction. if(Mathf.Approximately(absolutes.sqrMagnitude, 0f)) return directions[0]; Vector2 absolutes = new Vector2(Mathf.Abs...

gamedev.stackexchange.com/questions/142699/...

• ### unity3d - C# CS8025 Parsing Error - Stack Overflow

Mathf.Abs((int)(activeTile.transform.position.x - objectToCheck.transform.position.x)); Mathf.Abs((int)(activeTile.transform.position.y - objectToCheck.tra...

stackoverflow.com/questions/3639...

• ### Box colliders and negative scales - Unity Answers

Mathf.Abs, take the whatever the value is and make it positive This way even if the values generated a negative value it will still get accepted and transfo...

• ### Unity - Scripting API: Mathf.Abs

Mathf.Abs Success! Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read eac...

docs.unity3d.com/ScriptReference/Mathf.Abs.ht...

• ### The variable has not been assigned - Unity Answers

Mathf.Abs (moveHor)); float moveVert = Input.GetAxisRaw ( Vertical ); transform.Translate (0, moveVert * speed * Time.deltaTime, 0); anim.SetFloat ( ...