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You might have to copy the Service based implementation from UE4. It is probably the only way to maintain performance without redundant tree...
Hi is there any chance we can see the new animation property names?
So far I have
Please don't laugh at me. I was working in world space instead of local space. Thank you
PS nice node ediotr
Thanks for the reply
I thought a 3x3 was a subset of a 4x4
I forgot to state that I initialized the matrix as an identity matrix first
Fixed: Local Space problems
I have run into a snag. I know this has been addressed numerous times on this forum but somehow none of the...
Is there anyway to get around pinning the character? I would like to use mostly force to keep them up right or we will end up with FIFA styled comedy
That's actually the easy part.
Does it run in editor mode? I want to build a behaviour editor using this.
In editor mode
I really wanted to find out how to make a timeline for my editor
I saw that but it isnt what was advertised
Where is the timeline window?
I was wondering if there would be any documentation or tutorial on how to use and extend this
I must have not been paying attention
If i had known this :(
Thanks for informing me.
Checked the release notes
Still depressed by substandard physic engine features
I have read the release notes of every beta and now I am just beyond depressed.
Might have to port bullet physics or just throw away the idea
Please Unity give use penetration depth in Collision class
The algorithm for calculating this requires 1-2 raycasts if we do it ourselves
I thought their new render engine was supposed to include a fast approximating ray tracer (and i thought it was also applicable in physics)
I have not tested Unity 5 but please bear with me.
I most physics engines you have a collision callback which unity has represented with...
I am having a bit of a road block here
I am trying to make my hip joint look at the next foot target but the rest pose of the hip transform...
But Meshes draw without materials
Mine didn't even show the pink thing. It showed nothing at all except the first sub-mesh
Actually that worked.
I guess this is an editor mode problem.
Unity does not instantiate sub meshes in editor mode
So I had to "double buffer" to force initialization...