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And before you say 'no, mechanim doesn't allow it', I'm willing to ditch mechanim for something completely else. Here's what: The Apple Vision Pro...
I need an example of using the Animator as a viseme controller, does anyone have a sample project?
This is happening for me when trying to play video with AVPro on a Vive XR Elite, Unity 2021.3.2
Also seeing this. Unity 2021.3.30 and Oculus XR Plugin 3.3.0. Removed OpenXR from Packages, still getting this error. 'Fix All' also puts up a...
Getting this with Unity 2022.3.4 on Pico Neo 3
I'm having this problem now with several projects in 2021. Deleting the library, obj, temp, does not help. Unity never gets to the point where I...
Amplitude didn't fix that for you? I'm using Amplitude and Salsa just fine with webGL
https://github.com/uezo/uLipSyncWebGL
Not to necromance the thread, but I'm also hunting particular outlining. I need one that will work well in VR. I found Quick Outline on the Asset...
I'm looking for the Editor API(s) that would let me do this via a build script. Anyone have a clue or example how to 'check/uncheck' those boxes?...
Here's the problem though, if my settings are correct (to run on both Quest2 and Pico): [ATTACH] [ATTACH] So again, OpenXR supports one or the...
@DevDunk Many thanks!
Is this a new version or did they just re-publish the old one?
I'm trying to get my single APK to run on both Oculus Quest 2 and Pico Neo 3. If I choose both subsystems in the XR Plugin Manager and 'auto init'...
I've seen this error when the bundles were built with a newer version of Unity than what is trying to load them
WOW! Thanks for that! Where can I find these internal notes? This may or may not be the problem, but it feels like it probably is. I don't mind...
I've got this animated character, with an AnimationController, and the states therein reference some idle animations. Now, this used to work, but...
I've got this character which has an AnimationController on it, with some essentially placeholder 'idle' animations assigned. When my game starts,...
Getting almost the same thing. * What went wrong: Execution failed for task ':launcher:compressDebugAssets'. > A failure occurred while...
webGL exports an entire 'app' including the runtime, and 'asset bundles' which are unity-specific assets (no code included) What I'd like is a way...