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Hey there, Im not sure about the sliding issue as I'd have to look more into it. At first glance, it seems as though the problem may be due to...
I'm trying to wrap my head around how the code you posted works exactly. If Im understanding correctly, by projecting on a plane, its almost as...
Eh, I don't mind if anyone grabs an example off of this. I'm sure someone else will run into a similar problem and I'd like to save that future...
I ended up rebuilding the rig with additional dummies that have orientation/position constraints to the hip and spine bones. [ATTACH] [ATTACH]...
This is much closer! However the X & Y are still inversed. Flipping the euler angles, I managed to fix it when the target is infront of the...
I am not doing the animations in Unity, they are baked from 3ds Max and imported into Unity. I'm starting to think that perhaps the best...
I'm trying to implement what you suggested and I am not really sure which direction I should be projecting from. Vector3 targetApprox =...
[ATTACH] Im trying to rotate the torso section of this mech to look at a target. To do this I'd like to use the spine bone to which the top...
There's still some improvements to be made like smoothing out some of the snapping. But otherwise the feet stay planted.
Of course [MEDIA]
Pinning was the solution, foot sliding when turning is no longer the issue. What I did was grab the hit point of the foot when the animation clip...
No I haven't but I get what you are saying. However, if I were to do that, would I just use my "walk straight animation" in that case? My turn...
So I started build a rudimentary IK rig for my game as you can see with those green bones. I would then have to "pin" the planted foot on the...
I've been working on an animation controller using mecanim and a generic rig for a mech chassis. Currently I have a walk/run animation, and a...
Hello everyone, I've been having some trouble setting up a coherent structure for granting items mounted on a vehicle status effects and...
How are you hard linking wheelcolliders to rotate at the same rate without needing to modify torque? The only way I can think of limiting wheel...
Hello, I am trying to generate a node grid for my A* implementation. My SearchGrid.cs script looks like this using System.Collections; using...
Hey guys, I'm working on an RTS and found that there's really not many free assets/tutorials on how to develop one, especially for the camera. I...
I have code that generates terrain http://www.youtube.com/watch?v=cgWM75QTr2o . Im using the free code to develop my own code. The problem with...
MinePackage is way too laggy for my liking compared to the code Im using now. Maybe I can reverse engineer the code from MinePackage into the...