A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Looks like that's a problem due to blender orientation vs unity. It works when I do: Vector3 blenderInvRotation = new Vector3(-90, 0, 0);...
Can I ask what the BakedScale is for? Does the baked mesh have different vertex properties than the normal mesh?
Seems dependent on selection of: Blender::fbx export > transform > apply scalings [FBX Units Scale]
I've noticed on importing (fbx) models Unity offers one of two conversions: 1m (file) to 1m (Unity) or 1cm (file) to 0.01m (unity) Does anyone...
Ah, yes, I had a depicated one lying around. Anyway, put it on the right one but extra bones won't actually animate unless I set the avatarmask...
Ah, thanks. So then I'll try adding the avatarmask to the prefab of the animationcontroller which is set as runtimeAnimationController. In the...
I'm instantiating a prefab animation controller at runtime. But the runtimeAnimationController doesn't seem to allow any addlayer command, or even...
Did you ever find a better solution?
Don't forget to remap the skinnedMeshRenderer's rootBone, or animating will fail: public static int ReplaceBones(this SkinnedMeshRenderer...
Thanks, that's really good to know. If I access the shared material of a skinned Mesh Renderer of a prefab through code, does that also mean the...
Hmm, I'm setting the albedo of the shader component in the inspector of a skinned mesh renderer of a runtime instantiated prefab.
Not sure this is a bug but in general the settings you change in the inspectors during run/debug, don't make their way into your project settings,...
Never mind, seems it only looked like the center was changing due to the pivot settings of the editor being set to Center :(
Hi, I have this very strange problem, whenever I parent a prop (simple mesh) to a bone in my model, many of the bones in the model suddenly start...
decided to reapply shaders to all objects after instantiation.. not sure if there's a more optimal way to apply them directly to the loaded asset...
Hi, I have a piece of clothing that uses transparency to 'cut out' bits of unwanted mesh. This works when I load the object directly in my Unity...
I hope someone can help me out here. I have a sphere with a sphere collider and a rigidbody which are used to make the sphere roll away when given...
According to the manual unity automatically sets the correct v-sync for vr, but my vr appilcation easily hits 245fps, causing all kinds of jitter...