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I think you already did this right? I can see that AttackProfiles have a property InventorySlotID. The only issue is that this property doesn't...
Another issue I'm experiencing: activating a camera motor transition through code (p28: https://ootii.com/Unity/CameraController/CCUsersGuide.pdf)...
Swapping cameras while moving breaks the input values and input magnitude. You can test this in the "demo_MotionController" scene.
To expand on this. If I have a kick motion on my base layer and the rest of my melee attacks are on my Upper layer how can I prevent the kicks and...
Should I be creating a unique equip / unequip motion for each weapon in my inventory? I can see that sword_01 uses BasicEquip1 and longbow_01 uses...
Curious why this line is commented out in BasicMeleeBlock.cs: if (mCombatant.SecondaryWeapon != null) I'm trying to build a custom motion for...
How do all of the different "Forms" relate? Like for Sword_01 in the inventory it's 100 for equip, unequip, including the weapon set. The...
I followed your YouTube tutorial ( [MEDIA] ) for adding an attack animation for when a different weapon is equipped. Has something changed with...
I have the sword and shield on layer 1 and archery on layer 2. How would I go about adding new weapons, some of which have unique animations and...
Should I be using a Reactor / MessageID when I want something to only trigger on the actor's self? Such as the above example or say blocking. Or...
Should I be using reactors to enable ragdoll on death? What I did: - add a Unity Event Proxy Reactor to the ActorCore - MessageReceived > 1108 -...