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We are working real hard at improving our keyframing abilities, which features like integration with Runtime Rigging etc..
That being said,...
Can you sent it to us ( via bug report, and paste the bug number here). we will take a look.
Hi can you file us a bug with repro steps and we will investigate it.
Please post the bug # here!
The message might popup when a script is reloading - ie during a domain reload. Its a know issue but it should not affect gameplay at all....
The experimental recording API is editor-time recording. We eventually want to bring it to device, but certainly not for 2018.2
We arent aware of this bug. Could you file us a bug please and put the bug number here ?
This would help.
What you need to do, is create a Trigger Parameter that will make the State change. Then in the StateMachineBehaviour provided by Thierry simply...
We currently dont have any API for this. We are looking into allowing users to set when the PrepareFrame is called.
What is your use case...
They are 2 problems here
1/ There is an error in the docs. right after
We had this bug in previous beta. ( dont have the exact numbers) but I just tried with 2017.1f1 and the issue seems to be fixed.
Thanks for finding this is a bug. im working to fix it for 5.6
If you are using the Playables simply set the time of the playable with this :
playableHandle.time = yourtime;
otherwise if using an...
This was part of the Experimental DirectorPlayer API which has greatly changed in 5.6.
What is your current usage of the Animator ? are you...
Hi. You simply disable the component it will have the same behaviour.
Hi ! we are working on it ! We will publish the AnimationLayerMixerPlayable which allows to specify a mask.
and an example of script playable:
public class PlayQueuePlayable : ScriptPlayable
It has not disappeared, the Playable API has changed in 5.6 and the docs will be updated real soon.
until then, here is the draft of the...
Thanks for finding this. We will fix this asap.
We have found the fix for the crash in CopyAnimationNodeState.
The fix will be in 5.3.5 Patch 3
We expect to have the problem fixed in 5.3.5 patch1.
Since its not easy to repro can you validate that its fixed for you guys ?...