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Hello, I am currently trying to implement Post Processing v2 by Blackantmaster. I am aware that this package requires Playmaker, however I get a...
If I would choose the "find nearest bench" solution, wouldn't that be cost inefficient if I got a lot of benches and also a lot of objects around...
It is a rather general question but I am thinking whether I really need my npcs to be part of the NavMesh. I want to create a city with walking...
Hello, I have a world built up from tiles and I seem to fail to create a good mesh for my agent to walk on. [MEDIA] He get's stuck at the tiles...
Hmm yeah okay but they should also calculate their path according to others, not only avoid.
Hello, Imagine a small road with 2 people crossing each other. Both should walk to a certain point but at the same time not going through each...
Hello, I am currently building up a city in Unity3D and wonder how I would efficiently build up some sort of movement for NPCs walking around the...
Yeah, I figured that out just yesterday, works now as intended, thank you very much :)
[MEDIA] [MEDIA] [MEDIA] [MEDIA] [MEDIA] So these are the exact steps I do.
Yeah @Ambrose998800 this is exactly the question. Edit: So to get into detail, how is efficient world building made? Nesting all repetitive...
[MEDIA] This is the buggy movement.
So I played around and the final result is that the people using the mixamo animation fly and bug through the air. Any advices? I checked...
Hello, I am quite new to Unity and try to optimize my efficiency using prefabs and nesting those. As example: I create a street_lamp prefab where...
Edit: I updated the Avatar a bit and got to the following: [ATTACH] It looks 100% correct. This however produces two different bugs now, while...
Hello! I am quite a newb when it comes to animations or physics in Unity. I researched quite a while now and did not come to the desired result. I...
Hello, I am currently using an Asset of Characters, having all the necessary stuff to build a ragdoll out of them. The created ragdoll looks just...