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Yea he seems to have moved on to his Unreal version. He's changed the style a bit more with that pack too. Hands now have a thumb and 4 fingers,...
No, he's a coder. He has no art or animation experience at all.
Yea this is a big issue to be honest. I have a friend that was using this around the same time I first started prototyping a project with it. It...
Here is a repost of a workaround (of sorts) that I have artists on my team using:
Yea I've sent a report on this. An artist on my team reported this to me, as he uses that for navigating to scripts that he uses to manipulate...
Yea, something is always happening to Unity. It's why so many people I know will remain on old, nearly deprecated versions of the engine just to...
@BHS, haven't received a follow-up about whether or not the stop and turn-to-face functionality has been added. I'm still running a little hack...
@BHS, did the turn to face functionality ever get added. Doing some code planning and looking at what hacks I'll still need after updating to the...
Yea I've had this issue as well. For the moment I've had to export to fbx and reapply the collider before building. Then when I return to edit the...
@BHS here is another suggestion for you, add a buffer zone between the player and the AI entity to allow for walk-back and run-back states. I've...
Yea I had to do my own little hack for that and I'm still using it. Would be nice to have some native control over that would be nice.
Thanks buddy. Also, if possible see if you can squeeze the turn to face method in. We talked about it a while ago, but you may have forgot to...
Yea that's how I have it coded now, but I need Line of Sight always to ensure that the NPCs always have their native blindspots.
@BHS Another suggestion for something I hacked into my project for the time being. We have passive NPCs that required "Line of Sight" to allow the...
Not where I can pull down the latest, but I know Unity 2019.2 doesn't use that method of AudioClip constructing. It now uses...
@BHS I have a small suggestion to toss into the hat for upcoming updates. Allowing the user to input their own animator location would be...
@BHS there you go: [MEDIA] This is turning the absolute root while in motion. You can see it falls into the rotate state in the video.
@BHS give me a few minutes, I'll revert to my original solution and get you a video.
Just thought I share a suggestion with you here. When using the stop and start functions for AI behavior, please consider adding a special...
This specific package finishes downloading, but is never acknowledged as being complete: [ATTACH] Note: I'm still able to import the package...