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Looks that way: http://blogs.unity3d.com/2014/06/26/shiny-new-animation-features-in-unity-5-0/
You add the transitions twice, there are 4 calls to AddTransition. I'm not sure Unity does handle that the way you expect it to.
Sound like you try to set condition data without having added the condition first? Without seeing your code I can just guess.
You should not convert hashes back to strings, except maybe for debugging. We are using something like this: public class States { public...
Just like UnityEditor namespace UnityEditorInternal is only available in the editor, not at runtime in the player. Probably you might want to...
Hi, we will have a large number of animations (~1000) and therefore think about creating parts of the animation graph automatically by script....
Hi, I am trying to write a kind of animation event system for the Mecanim Animation System. For that I obviously need the precise time of each...
The check for progress < 0.9f seems to work for me as well. I'm using this at the moment: while (!status.isDone status.progress < 0.9f)...
I'm currently scripting some editor extensions. During that I created some materials and meshes and forgot to destroy them properly with...
Thanks, but I have already an ObjectField. What I was trying to do is to avoid the drag&dropping by doing that by script. Anyway, I finally got...
Hi :) I have a class with an Texture2D attribute. In theory you would take a texture somewhere in your Assets folder and drag it onto the...
Update() is called every frame. You need to stretch your animation over multiple Update() calls. Something like: function Update () { if(...
Since I searched for the same thing and found this thread, I post the answer here. The solution is quite simple: GUILayout.BeginVertical("MyBox",...