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When you add a component, it isn't actually added until the after the current update completes. Same with removals. This is because it has to...
I submitted a bug for this. It seems like it's been there for a while.
How does Unreal do it, and why can't you guys do the same thing? I just want to be able to place bullet holes in a performant way.
Same here. Not using VUFORIA. I have an object that that starts in the scene. I delete that one in the game, and spawn a new one. When I delete...
It seemed pretty decent, but it has (had?) two serious flaws: It won't work if you have multiple scene files loaded. It throws errors. It doesn't...
Does it work with trees in the terrain yet?
Hey @tomaszek, I've been looking at the frame debugger (Deferred rendering mode in Unity 2017.1), and I have some questions about your rendering...
I found a workaround: This happens if your agent radius is zero. Sometimes the agent gets into a state where it can no longer be used. I don't...
I am using the "legacy" navmesh in 5.6. I can't use the new code because it fails when multiple scenes are present, and it doesn't cut holes for...
Bumping Have you guys figured this out yet? What does the "Agents" tab do?
I have two animations, a walk and a run, and I have a blend tree that blends from the walk to the run based on a float parameter. the walk starts...
This is a horrible hack, but a great idea! I'll give this a try. Thanks!
lol, np. I've looked at some of the other solutions on the asset store, but my experience with asset store assets has been disappointing. Do you...
I guess you guys aren't reading my post completely. @LaneFox: CalculatePath only calculates a path from the NavAgent's current position. You have...
@Kylotan: because the other NavAgents will avoid the invisible one.
Here's my issue: I have an agent moving along a path from point A to point B. When it gets to point B, it's going to want to navigate to point C....
I have submitted this against the 5.4.1p2 branch. The tracking number is 836000
Hey guys, I'm working with nav meshes, and I found the following problem: There are valid situations in which unity fails to create a valid...
Me too 5.4.0p2
Having done a lot with IK, I can tell you that you can't use IK to change the gate. You can use it to ensure the feet are on the ground, but you...