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Just ran into this: MAnimalAIControl.CheckOffMeshLinks will throw a NRE if you end up on a NavMeshLink (from the NavMesh Components Github repo)...
Check the riding demo and mount the Pegasus. You'll see how it works.
Just taking a wild guess here, but is it possible that on the male, the normals are flipped for the relevant piece of the mesh?
I haven't seen it that bad, but the eyes have always looked just a little bit off to me. I solved it by replacing the Infinity PBR eye material...
Yeah, that is weird! But you can check exactly rather than comparing them side-by-side. On the skinned mesh renderer, open the "materials"...
Have a look at the set of materials on the female then. Specifically, look at the eye and the eye reflection. See what's different. If I had to...
Can you share a screenshot of the character selected, so we can see the materials listed in the Inspector?
The other, less common way of dealing with this is to have a separate .unitypackage file inside your asset package, which overwrites standard RP...
The shaders are there; they just can't be updated automatically by the updater. You need to find the hair material and change its shader to...
A big part of the problem is that, while you can get away with making armor rigid, cloth is supposed to look and move like... well... cloth. And...
When a Unity team member says "for some reason," should I interpret that as acknowledgment that this is a bug that will likely be investigated and...
Here you go. The scene is set up with a simple script that waits approximately 0.5 seconds, then tells the dragon to navigate to a certain...
...anybody? I would debug this myself by building from the Reference Source, except the GraphView code is deeply integrated into UnityEditor.dll...
Anything rigged with a Humanoid rig should be able to use Humanoid animations correctly.
Just checked that, and Fall.Activate() doesn't get called until after the dragon has already fallen through the terrain. Once again, this problem...
I'm playing around with learning GraphView, and running into some strange problems with the Blackboard component. Here's a very simple repro:...
Will a collider with no Physics Material attached have friction? I haven't tested it but I'd sort of assume that the default would be no friction...
I've got the Ground layer set to "Default" which is the same layer the terrain is on. (And yes, I double-checked it. The terrain's Terrain...
This just keeps getting crazier. I want my dragon to walk around, so I put a MAnimalAIController on it, and now it falls through the terrain as...
Also, the documentation recommends putting colliders on the animal. But if I use RASCAL to put colliders on the dragon, suddenly it walks...