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option I.---Removing physics_shape component stops changing position in runtime
option II --- setting physics body motion type into "static".
Asset Store link: https://u3d.as/2AQT
Solution for VR motion sickness during smooth locomotion!!!
New method to control character controller...
Case issue tracker No#
Vote it, if you want to fixed as fast as possible.
DOTS hybrid renderer is displaying pink materials during VR play mode when OpenXR was used.
Since camera position of the Ref. probe is in the single place in the World space, the reflection never will be as realistic as ray traced...
I am tying to build a jointed character rig and control it via ML brain.
I need to insert data about force that's applied from any contact point....
to get GO api: transform.TransformDirection() in ECS
public static float3 LocalToWorld(this float4x4 localtoworld_Component, float3...
Yep, all child Articularbodies are selected with the enum state, but no child ArtBody has a center of mass Gizmos.
But Inertia Tensor and Mass Gizmos becomes almost invisible when they are located inside a collider
here transparency at the...
Nice Job! I hope this features will be available in DOTS physic versions as well!
Nice!! It works !
Window/Rendering/Render Pipeline Converter
The same with beta 2 and 3. It must be a bug if there is no a new tech that is coming with it.
I am trying to build an animation tool that consistently relies on physics rules and collation response .
It's going have these main...
for new OpenXR package to check the XR devices
var inputDevices = new...
Although I have not created my own 3d physics that solves these kind of issue, But I am pretty sure that the high realistic effect you want to is...
it's currently a bug by phyX engine in Unity. and the dev team mentioned that this bug is not goin to be solved in future. I think the solution is...
I think the complete custom physics system is the solution.
Even the collision enter and trigger events as well.
Since when the racket is...
Currently the Limited Hinge axis value manipulation via directly inspector making incorrect arrawhandle directions in the editor...
I used have this condition when my video card can not handle dx11, maybe it's causing the issue