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Hey @Partel-Lang. I found a solution. To make it short, I basically manually edited the walking animations to use the same pelvis...
Thanks for the reply I thought about doing this. In fact I already tried it and for the aiming, this works just perfect. But this becomes tricky...
Hey @Partel-Lang. I am having a problem using AimIK. The weapon I want to aim is a bow. Reloading the bow rotates and moves it in all kinds of...
@PhilSA I am trying to use KCC in combination with Cinemachine. More specifically, I am working on a third-person controller. For this, I am using...
bump: So no solutions to this? Shouldnt this be like a default use-case for Animation Layers?
Hello, I am currently working on a Bow combat system. I have two Animator layers, one for locomotion and the other one handles the upper body...
Hi, I am currently trying to setup a third person character that uses a bow. My problem is, I dont know how I should sync the animations of the...
Thanks. I was unsure if I have to take Time.deltaTime into account but it seems to work just fine.
Hi there, I am working on an attack for my wizard character. The attack allows the player to spawn a meteor in the air in front of him that will...
No need to become rude. How would I know what values the engine exposes. My source of information is the documentation and it explicitly states it...
"Will be scaled during physics calculation. In scripts you acces raw values." where do you take this information from?
I still dont fully get it. The documentation says: The capsule's radius will be scaled by the transform's scale. I have a gameobject with a...
Yeah, I know. But that does not change the fact that the radius and height are returned unscaled although the documentation states they are...
The problem is that the collider does not returned scaled values. This has nothing to do with the physics cast. If I just log the radius or height...
Hi there, I am not sure if this is a bug or in intended. I am doing custom collision resolving and I am running into problems with colliders....
#1 Is not possible since I have to pass the correct message from the server to the correspondig unit. #2 Well thatsthe same issue as I have now....
Hi there, I am currently working on an RTS game and have trouble with my class hierarchy. I have a base class NetworkEntity (from my custom...
Yep. This is currently also what I am doing now. At least for testing my networking solution it works fine.
Thanks for the answer. Ok, so you only have data on the server. I guess you are doing all the game simulations on the client right?
Hi there, I am currently working on the multiplayer part of my RTS game. I created my own networking solution using Enet C#. I did that because...