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I'm going to give this another go when I have a moment to play with it and see if I can get it working now. I haven't tried since creating the...
I'm actually filling the commandbuffer in the Start event as the data is static and it's only variable input to the shader graph that changes with...
Hey Desoxi! Thanks for the input! I definitely think you are right about it being a shader related issue. At one point, I had managed to get...
I've been working on a script to add instanced grass to my generated world in Unity, using a CommandBuffer and DrawMeshInstanced. Basically, I...
I set a breakpoint as advised, didn't see any errors within the NotifyItemEquipped function, however, I did then receive a NullReferenceException...
We are using Third Person Controller with DevDogs Inventory Pro via your own integration system. All is working great except for one thing: When...
I've checked the settings for Dom against our character and they are identical, I also have swim as the top ability. Unfortunately, 'Swim'...
I've just double checked the layers and both items in the hierarchy are set to the Water layer. My setup is as follows: Water with non-trigger...
Thanks for the pointers, I've fixed my water so that it has the correct hierarchy of colliders etc, however, all that happens now when my player...
Could you please share a list of requirements for the swim ability to function? From looking at your code and the demo scenes it seems to me that...
That did the trick, thanks for your help!
Having an issue with the weather presets that is puzzling me. I've removed the 'Fog' preset from the EnviroSky game object yet I am still...
I'm wondering if one of my colleagues disabled the Inventory script from TPC, if I re-enable it then the error I originally reported goes away....
We are using the integration from the integrations page.
We are integrating with DevDog's Inventory Pro, so the normal inventory component in TPC is disabled.
Not sure how to answer your question about how we are Initializing the character, which tells me I've missed something. Is there a specific...
I'm having an issue with a NullReferenceException being generated at line 574 in AnimatorMonitor.cs, the m_ActiveStateHash[layer] statement...
I just re-imported just the prefab from the package and that has fixed the issue, thank you for your help!
Yes, I am getting the same exceptions in the sample scene. Coincidentally, I also noticed that changing the current weather in the sample scene...
I just have the default zone from the prefab at the moment.