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Ok awesome thanks! :) I'm doing the reparenting workaround now and that works fine, so I think we'll go with that for the time being, since like...
The vcams don't have multiple parents, they only have one vcam parent, but they can't be children of that vcam under a single transform hierarchy...
In our project, we've created a camera system that makes good use for the multi-tiered hierarchical meta-camera system that Cinemachine provides,...
Is this framework still being developed / maintained? There hasn't been commits to GitHub in a very long time. Is it abandoned now with no plans...
Okay thanks :) So the only way to have have a section of geometry be invisible is to actually have some renderer behind it that is actually...
Is there a way to use this system for something that isn't based on obscuring a renderer? For instance, I would like to show areas based on...
So it seems like there's a bunch of stuff that Unity is willing to accept and compile fine but Omnisharp doesn't. For example I get this:...
So it seems like in the current Unity 4.5 implementation, SelectionBase does what is advertised but Prefabs still take precedence. So if you have...
How exactly would eyes work in this case? Eyes are by default hooked up to Mecanim. Unhooking them would give FaceFX full access to them but then...