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I see, will try that then. No problem, what is the reason for it not working though? Is it because the TerrainCollider is a MeshCollider, but not...
You're right, I meant using "Zoom Only" as AdjustmentMode to make the TargetGroup/GroupComposer work with the CinemachineCollider. Also what about...
Hi @Gregoryl! Is this still the only way to make this work, or are there any changes on this side? Also, does the CinemachineCollider work with...
I didn't say that the explanation is lacking; in fact it's really good. I just said that, sometimes, one might be not know exactly what to search...
Nevermind @guavaman I found it... maybe add the RewiredConst tag to the Rewired Editor "Tools/Export" explanation, as that doesnt pop up if you...
I see, I also found the explanation of how to achieve dynamic Glyphs/Actions, but I'm missing a piece: where is RewiredConsts defined? Cause i...
@guavaman is there some kind of PropertyAttribute or Enum to have a dropdown list of all the supported Joysticks in the inspector? I'm talking...
Oh dammit, I feel super bad now :(:(
Hi @guavaman! First of all great asset, still the best way of managing Input in Unity after all these years <3 I have a problem with Control...
That's great and I got it working as intended, but what about creating an official wrapper class or method for the whole process? If Timeline is...
Ok, somehow I found out I have to get the CinemachineShot from the Track Clips, and then use something like this:...
Oh god, I found out why :S The Clips in the CinemachineTrack are made to hold a reference to the VirtualCamera they blend to; ofc, those...
I'm trying that but seems that SetGenericBing doesnt work :S Here's the code I'm using : var timelineAsset = director.playableAsset as...
I expected this to be the wanted behaviour, but apparently it's not like that: - When creating a new Cinemachine track in a timeline, it won'r...
Cool, Thanks! One last question, is there any way to have CCDIK or FABRIK follow the rotation of the target, same whay as it happens for biped...
That would be probably fine, thank you a lot! Also, how resource expensive would that call be?
Hi Partel, this has probably been asked before, but I couldn't find a good way to search for it in this monstrously long thread :D Is it possible...
Up. Sorry but this is really bugging me as I couldn't find a good example on how to achieve this, unless I use joints, that are ridiculously...
I'm really wondering as I can't find a good reason for that or at least not to have the possibility to choose ^^" Especially because I remember it...
As the title says, we're working on a physics-based puzzle games. Obviously, as soon as there's enough Colliders (especially Mesh ones that sadly...