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Ah, but then it goes right through walls and blocks my view. Is there a way for it to only "pull camera forward" when the body is occluded but...
The follows and Aim are updated are runtime which is why they are blank atm. I will also include a link to a GIF to show my problem....
Wow thanks for the speedy response! That script works perfect! If I may ask another question, using the same Vcam with group composer, when the...
Sorry if this has been asked before, but I can't seem to find a way to do this. As the title says, I am using a Virtual Cam Group composer as a...
Not sure what I'm doing wrong here. Forgive me for I'm a bit of newbie. I have a prefab that when I drag and drop it into the scene the collision...
Hi! When using the asset to cut objects such as boxes and capsules, it works perfectly. However, when using it to cut Skinned Meshes with...
Yes! Thank you. I will set it up now.
So in looking in the scene view(left) versus the camera (right), it doesn't seem to be jittering and is incredibly smooth. Hence me thinking this...
[ATTACH] I have tried setting damping to 20, the jitter continues but it takes longer for the camera to catch up. I am using the character...
Forgive me for I do not know the exact terminology. I'm currently working on a climbing system for my game, and as the object I am on moves, the...
Thanks for taking the time to respond! I really appreciate it. So, I have 3 cameras. 1: Freelook/orbit. 2: Lock on far. 3: Lock on close. In...
I am sure this question has been asked many times before, but I can't seem to find one that was successfully answered. Forgive me for I'm a newbie...
First: I don't have much experience with C# and I am learning as I go. So, forgive me if this is completely obvious and I just screwed up the...
Got an answer thanks to the awesome Unity discord server! I am added a reply here in case someone else runs in to this problem. I was using both...
For some reason my center of mass keeps sinking, and I can't figure out why. I have tried baking Y into all my root animations, but the spheres...