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Using the distribution portal v1, I would typically wait around a week for my package to be verified. With my recent asset, I followed the...
Thank you for the info. I think a settings provider is much of a sledge hammer for a peanut approach. I'm just storing the colour and size of a...
I'm wondering if it's because of Unity that it doesn't allow memory visibility
I'm trying to get the address of any object, so in the Watch window, I'm prefixing a variable with & and I'm getting the message "Node not...
I'm writing a package for people do download from the asset store. The package has user preferences. How should I go about saving this....
I found the answer to this, it's described here https://docs.unity3d.com/Manual/upm-assets.html
When creating a package for sale on the asset store, using the new workflow for creating a package, the package will be installed to...
This worked for me. It seems that SceneView.lastActiveSceneView.Camera .position & .rotation do nothing. Vector3 Pivot = Vector3.zero;...
You mentioned that it's easy to sync animation layers, how would we set about doing this? Would this be done by changing the speed of the layer...
That's good to know, thank you.
Thank you for getting back to me with a comprehensive reply. They are some difficult questions to answer. The transition to mixers does throw a...
the TransitionSet would be ideal for use with the Transition Interpolation I was working on, if an animation goes to two different blendTree's,...
It's kind of a mix of both. I'm just mirroring the stop walk animation, then determine which foot is down and offset the start time with a curve....
I have a walking blend tree, when it's in the walking state and I release control, the blend tree state exits and the character stops walking, the...
Any ideas how I might sync a blendtree exit transition with a single animation, ie a walking blendtree with a stop walking animation.
I'm using a Blend Tree in the form of a Float2ControllerState.Transition. this is a 2D blend tree. This blend tree controls the walking...
This needs work done to improve. All the functionality that we used to have in filtering and tagging our purchased assets with respect to...
Don't you add sprites to the animator dope sheet to create 2d animations? that animation created in the dope sheet is used by animancer.
For a one time animation, I check the End Time event in the inspector, make sure this is checked. [ATTACH]
No real solution. I think it's an issue with Unity's internal shader, it doesn't support a DX11 feature that is not present in older cards, and...