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Been doing some animations with Base layer, Upper Body (with head bone), plus Face layer in order to animating facial by blendshape, Unfortunately...
Same here, love Unity even more
Amazingly detail explanation! Thanks so much and I probably go for a Windows PC, like I can actually test or debug any potential issue on that...
That's what I'm doing, but if this log exists that would be a huge time saver, especially when the states become large.
As titled, I wanna debug animation transition but unluckily I cannot find nor google for extracting this, thanks.
Seems I have to get a Windows PC to build my game (developing using M1) for Windows/Linux with IL2CPP, which I suppose the way to ship my game to...
But I don't get the meaning of "Mac is a PC"
As title, wonder if this is possible, thanks a lot.
Problem: Your Animation Rigging being locked or not working as expected at some Animation State Solution: Make sure the "WriteDefaults" checkbox...
@Antony-Blackett Bravo!!
If you're using 2021 LTS: Project Setting > TextMesh Pro > Settings > Dynamic Font System Settings > Disable warnings
Even the 2021.3 LTS still having this issue (I guess it's a bug)
I wonder if I can extract/export all animation events in the animations of an imported FBX file, thanks. Or where is it be stored in the Assets...
How can I rescale/enlarge the UI of Unity 2021 in Mac? Thanks I knew I can do so by Preference > UI Scaling from 2019 version but it seems...
Can't wait to put this into my game! When will it be available?
Is it possible in Unity to export all animation events assumes you have over 100 animation clips? Thanks
@unity_skPGxJ5XjTl8yw Same finding here, plus if you switch to full screen (Play Maximized) when in play mode, fps is faster than in dock mode...
Am going to buy it such a wonderful asset. Would it be applicable to custom shader like toon shader? How about Skin Mesh? Thanks a lot!
As title, I suffered random application hanged or "no response" on Unity3D 2021.2.15f1, have to force quit and restart to continue working on my...
Truly thanks @Tautvydas-Zilys, I read about this in other Unity's page, but your clarification is more solid.