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Hmmm, so even setting the destination target to "null" and then re-initializing the target position on the next frame doesn't fix the odd NavMesh...
A bit of new information to add to this odd issue. [ATTACH] I'm visually debugging the nav-path of my monsters with line renderers, and have...
Has anyone ever encountered an issue where 99% of your NavMesh agents work fine, but occasionally you encounter 1 that doesn't path find and just...
Hey, everyone. In case you were wondering how to set up the Tiling and Offset node to scale your textures from the center outward, I noticed that...
Heya, everyone. For months, I've been using Virtual Desktop Streamer and my Oculus Quest 2 to alpha test my game straight from the Unity editor....
Actually, just found the culprit. In SteamVR_Render.cs there is a small code block within Update() that attempts to change Fixed Timestep to...
Hello. I've discovered that my Project Settings > Time > Fixed Timestep is changing itself from 0.01111111 (90fps) to 0.013888889 (72fps)...
I'm using the SteamVR asset package, so I am not sure if other VR workflows would be the same. However, when I set a canvas to Screen Space -...
For anyone that has used or developed for the Oculus Quest 2, you may have noticed that the LCD (instead of OLED) screen in the Quest 2 has a lack...
Welp, I was never able to confirm if the issue I saw was or wasn't attributed to an incompatibility between Nvidia full color output and the...
Further research has revealed that many Oculus Rift owners have complained about washed out colors, and very bland dark values, as if contrast...
Hello, everyone. I've been working on a VR game with an HTC Vive. I just now had the opportunity to borrow an Oculus Rift to see if everything...
Oh, how interesting. Disabling "kinematic" on the monster's rigidbody fixed the issue. Hmmm, I guess the "kinematic" setting was affecting the...
https://imgur.com/a/75pggBw If you look at the GIF in the above link, you'll see a monster walking forward via root motion. The cylinder leading...
Hello @frenchfaso are you still offering support for this asset? Upon implementing it into my game that has a procedurally generated dungeon...
I want to know this, as well. I'm creating a game that outputs a single camera's view to 2 different locations. However, in reality, I'm using 2...