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My problem was that I had two cameras - one of them didn't have post processing enabled, and for some reason that camera was taking precedence....
Thank you, this is valuable!
The clip length is in AnimatorStateInfo (passed into the method). Hope this helps.
I've started having the same problem with 2021.3.11
Good to see a solution rather than an argument - could you expand on this?
I made the same decision and started using Mirror, then I stumbled on this: FirstGearGames/FishNet: FishNet: Networking Evolved. (github.com)....
Same problem here. I've tried both the Boss Room sample and the Hello World sample using all the same versions/libraries as in the instructions....
This appears to have been fixed by upgrading Unity's InputSystem to v1.2
Thanks @gaborkb Good to hear you have reproduced it. I have tried both the Late Update and Dynamic Update settings you suggested and they both...
So I have found a temporary fix - I set the CinemachineBrain's update method to "Manual" and then called Cinemachine.ManualUpdate() in the...
Ok so the best I can do is share these logs with you. I have added the following debug statements in LateUpdate in a Script on my...
Hi I've spent the morning trying to reproduce with a new project but can't. Perhaps an upgrade from an old project to 2021.2.f1 might cause it?...
I'm getting exactly the same problem - the only thing that fixed it in the Play Mode Editor, was to change the Update Mode in the Input System...
Awesome, I didn't think of that, thanks @ep1s0de
Hello I would like to know if it is possible to maintain P2P server authoritive movement with multiple scenes using the MLAPI, and if so - what is...
Thanks @Gregoryl I'll wait for the fix.
Thanks @Gregoryl I have attached the sample project. To reproduce, move one of the bottom cubes out of the screen by reducing the Z transform...
Hi @Gregoryl Thankyou very much for the quick reply. I tried to maximise the FOV and unfortunately had the same problem. I then tried to use...
Hello, hoping someone can help. I have been trying to have a Virtual Camera follow a group of targets using the CinemachineTargetGroup component,...
Just wanted to add to this one. I was calculating OverlapSphere on an animation trigger. This also resulted in inconsistent colliders. It wasn't...