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In your playable director for the alembic animation you need to change the Update Method to manual and turn off Play On Awake. In a C# script...
I can just stick with preview-7 for now. Just wanted to know what your plans were because I have scenes that reference alembic assets but those...
Hope somebody can help, Since 1.0.0-preview 8 of the alembic package the copy of abc files to the StreamingAssets folder on import was removed....
Getting some odd behavior when running standalone, using asset bundles (they're uncompressed). Since the abc files are no longer copied to the...
Cool! I fixed my license activation problem! Based on the Dockerfile and unity_build.sh script at...
You might have noticed I had a typo in the command line. Should be : /opt/Unity-2018.3.0f2/Editor/Unity -batchmode -quit -nographics -logfile...
I've submitted a bug report. After entering this line (substitute in valid credentials): /opt/Unity/Editor/Unity -batchmode -quit -nographics...
In my CI/CD pipeline I need to build asset bundles hence I need to activate Unity using a PRO license. Has anybody had any success doing this? My...
I tried it out and it works great! I create 2 empty game objects, each is assigned it's own Playable Director component and a unique timeline. One...
Sounds like you're saying create 2 cinemachine tracks and enable/disable them at runtime? How would I do this with the Playables API? The timeline...
After some digging I have a workaround. Somebody else might find this useful. I create a standard animation track linked to an empty game object....
I've setup a Cinemachine timeline track with several CM vcam shot clips. I also have a Cinemachine free look cam in the hierarchy window. At the...