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Hey, I made a simple tool that allows you to define all animation settings in presets (implemented as ScriptableObjects). These presets are then...
Better late than never, right? ;) No seriously, the author of this topic hasn't logged in for years, but I just found this post, and it so...
Using implicit operators makes it better. Unfortunately, when mapping with Linq Select you have to explicitly cast the types, but don't see how...
Oh, wasn't aware of them. I'll take a look, thanks!
Which operators would you use then?
Unity can serialize them of course, but .Net BinaryFormatter cannot. Trying to serialize unity structs or classes will throw a serialization...
Hello! I decided to share some of my general level Unity code on GitHub. Includes code for tweening, singletons, data managing, UI etc. Contains...
Your "Collision" class conflicts with UnityEngine.Collision class. Two solutions: a) Place your class under a namespace. b) Rename your class. The...
Most likely you don't move the root bone in your animation or the rig is not setup properly. If you don't use humanoid mapping, you might need to...
If you have to fix the fingers, then that's the way to do it. There's a tool for that in Final IK also.
I've done similar things with IKs. Like @AndersMalmgren said, parent the weapon on the main hand and move the offhand with IK. The IK target...
I was having a similar issue, which was not present in previous Unity versions (pre 2017.2). In short: You can either write a custom editor code...
Hello everyone! Please add my blog to the list: https://itchyowl.com Just started writing about game development. My first post (or rather an...
Your pooler (no matter how it's implemented) has nothing to do with the spike positions in your game. Or if it does, your code is overriding that...
enemyShip.AddComponent<TypeOfYourScript>(); Is all you need. No need to cast, since AddComponent is a generic method. With generic methods you...
Had to finally look into Timelines and could not believe that such an important feature is missing. At least we can implement our own playables....
Great tool! Thanks! Encountered a null reference exception when trying to add a TerrainDeformer node: NullReferenceException: Object reference...
Hi Dark-Muppeteer, actually you are having the same issues that I was. I didn't complain about the first one here, but it seems indeed that...
Ok, that's what I'm doing. In the future, though, I would like to see an option to transfer the hair from a character to another - even if it...
Ok, so it seems that I'm lagging 'a bit' behind, for the shape key support was implemented into the Blender binary fbx exporter already in version...