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Hello everyone, I have a problem which I think is simple but I can't find a solution. My character is supposed to move forward per attack and...
Hey Kurt, thanks for your reply :) I found a solution.
Ok i solved it more or less. using System.Collections; using System.Collections.Generic; using UnityEngine; public class MovementTutorial :...
Btw not sure what you mean with "code tags" i'm using code tags -> [ code ]
The thing ist that i realy try to understand (and more after your answer) but i have no clue. I only know that the strange behaviour start when...
Hey everyone. I'm trying to create a third person movement but with tha abiliy to swim up and down. (Basically a third person but underwater). It...
Dude i love you. This link did it perfectly....
In this setting you can see how to divide in a triplanar way the textures. Triplanar means "rop,left, front" of a object. In my case it has now...
Hey thanks for your reply. I will have a look :D
Hello everybody, does anyone know how to smooth _FreeLook.m_XAxis.m_InputAxisValue from cinemachine? My goal is to use a blendtree which,...
Ok I think the best way is a combination between triplanar, using the position node, split it for the axis and lerp all together to make it more...
I also found this video, i will have a look at it later, maybe it can help you too :) [MEDIA] Seems that Polybrush is the solution
Hey i found a workaround which could maybe help you. I've created a "triplanar" shader (It splits top, side and front of the vertex to give them...
So neither of these are possible? Or is my question incomprehensible? If it is so please let me know and i'll try to explain it better.
Hello everyone, i have an underwater scene where i have a terrain. This terrain should be paintable and just have a overlaying caustic effect. If...
Hi, I have the same problem, so what ist exactly the solution? I can only read the animation needs the Mecanim's "Animator" component but how we...