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That's exactly what I needed. I was a bit lost between the several documentation pages I was going through. Thank you. :)
I'm just learning shaders and have this code: Shader "Dreyever/Blacken" { Properties { _MainTex ("Texture", 2D) = "white" {}...
After some fiddling around I found out the cause for the missing blend was I destroyed the virtual camera a blend started with too early. So...
I was investigating this stuff based on your comment. I applied quite some changes in a small time frame to our project. It seems the problem lies...
I had this blending set up and it worked fine. Now, when setting the y value of the cameras in the extension class it jumps straight to the y...
There is one thing, though. Implementing it this way causes blending between two camera's to be somewhat hard, doesn't it? What I want is several...
That's working nicely. Thank you!
I have a Cinemachine Virtual Camera which follows the player nicely according to the Follow property and the settings in the Body. Now what I'd...
I've followed the quick start to get started with developing cardboard apps for Android. I've tried now several times to do a build of a project...
You were absolutely right. Nice feature indeed. :)
I just changed my response. Thanks for the extra heads-up. I'll let you know if I can get it to work the way I want.
Thank you for your input though I'm not sure this feels like a nice solution. I didn't yet know about the blending which can be set in the...
Of course: [IMG] Though, really, the main thing is the snapping so if anything has to change to make that happen that would be fine.
Currently my camera follows the player with some vertical damping and a vertical dead zone. Now while I like the damping the dead zone is not...