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Anyone have any suggestions regarding this issue?
bump...
I'm experiencing issues with audio where it slows down and starts crackling at random times both inside the Editor and the Standalone Player. It...
I think your issue may be somewhere else. I have a character setup with CharacterController and switch between root motion and script controlled...
How about using OnAnimatorMove? https://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.OnAnimatorMove.html void OnAnimatorMove() {...
Have you tried disabling root motion, moving the transform, and then re-enabling root motion? animator.applyRootMotion = false; transform.position...
I just came across this issue in 2018.3.7f1. The only way I got it to work again is to revert the animation controller back to the previous...
UPDATE: It seems the source of our issue was the Version Control window. Closing the window got rid of the massive slowdowns. We are using P4...
Anyone?
I'm also getting a massive slowdown in Unity 2018.2.13f1 editor when saving scenes, saving project, or playing a scene. Turning off the internet...
It seems that Unity cannot set a key on the properties inside an array. For example, if there is a list of floats, they cannot be animated. Is...
Great! Looking forward to the fix!
Yeah, I assumed that setting Animator Update Mode to Animate Physics would sync the Physics and Animation together. But I got really strange and...
I finally figured it out. For those of you who may run into the same issue, I ended up ditching FixedJoint. What seems to happen is physics...
I have a animated character with a kinematic rigidbody parented to its back (let's call this BodyA). When I attach another rigidbody (BodyB) to...
Mostly likely the animation you're playing contains "root motion" which translates your whole character in addition to the translation you're...
There are so many ways you can do this. Here is one quick solution: Change line 25 from: wheelSpeed = wheelSpeed - stepSpeed; to: wheelSpeed *=...
Currently in your code line 24 reads: if ((else if (wheelSpeed > 0)){ Instead, it should read: else if (wheelSpeed > 0) {
What I mentioned earlier will cause it to slow down without the press of a button or by pressing S. In fact you can simplify this further since...
I'm assuming it's how you set your x and y values which then get fed to your Move function. But since you don't have it here, it's hard to tell.