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Any follow ups on that? I'm at the same point. Source generator works when .dll and game code is under the same asmdef, but neither VS not Rider...
@PhilSA thanks for response. I assume it will work but sadly I cannot test it. One of methods in Graph Tools Foundation was marked as obsolete so...
Hello @PhilSA I've followed this part of tutorial: https://philsa.github.io/rival-doc/Tutorial/tutorial-charactersetup.html and I cannot find...
Hello. I'm trying to recreate Mechanim 2d blend with playable graphs. So far I have something workable that is based on 3 animation mixers. I'm...
Sorry I haven't replied back then. Dunno how I forgot. If I guess correctly data for each component is serialized to flat byte stream. Unity reads...
nvm, switching to Unity 2020.1.0b4 fixed issue
Also when trying to recreate the setup I have this: Library\PackageCache\com.unity.burst@1.3.0-preview.9\Runtime\BurstRuntime.cs(125,34): error...
Hello I've planned to go through Pong tutorial. Loaded packages, added some objects to scene -basically it's an empty project right now. When...
Bump! I have similar issue. I have upper body attack animations and I want to use Mechanim for locomotion and blend it with attacks. Reason why I...
I'm digging this up for the sake on future googlers. DO NOT PUT any serialized fields under #if UNITY_EDITOR! It will screw you're builds. And...
Hi! Aside from my daily job I oversee quite a few student projects. So I end up with 20+ projects that are on different versions of Unity. Most...
Hi! I just installer Unity 2018.1.0b9 and created empty HD Pipeline project. I have the same issue as above but I don't have any assembly...
Hello. Is there a way to visualize generated navmesh? On some of my maps agents behave like there was no navmesh in some parts. Please, look at...
Hi! I'm using Post Processing Stack by Unity and Multi Render Target technique. Basicaly I render all objects to two render targets, then blit...
Thanks @seant_unity ! It works! Not I understand. Using method 1 I have to gather all tracks with director.playableAsset.outputs, then I use...
@strongbox3d Is the issue because the animation applies root motion on top of offset you're creating by animating the parent game object?
I have a case where I have one player character object instance that is used across couple of additively loaded scenes. Right now Timelines...
This is a case for a custom Timeline track, isn't it? A track that will apply animation and root motion movement when applying Y position...
My bad. After hours of debugging I've found that I had a trigger on scene which was called when DogObj changed state (it was a Player-only trigger...
I have a GameObject on scene, let's call it DogObj. The DogObj is deactivated in the scene. When I play Timeline that uses Activation Track with...