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And what if you want to check if a clip started with PlayOneShot() is playing?
Animation has Animation.IsPlaying(string name) to check if a specific animation is playing. It would be nice to have something similar for...
It might be possible after all. This page describes how to serialize standard iterators in .NET. I haven't tried it with Unity coroutines yet...
Thanks zumwalt, but I'm afraid you're still barking up the wrong tree. What we're asking isn't the general "How do you save stuff?" but the very...
Sorry zumwalt, but that's not what we're asking for. It's not saving the state of game objects -- it's saving the state of coroutines running on...
I'm looking to do this as well. The way I understand it a coroutine stores its state in an enumerator, so if you could save that enumerator you...
That looks really good! I'm sure a lot of people would like to see the source, or know how this it's done. I do at least. :)
No problem. It's great seeing it put to use. :) Unfortunately you can't tag individual objects to be deleted. What the script does is look at...
Ah! I found out what the problem is. My joint hierarchy isn't parented to anything, so I wrote the script to skip anything at the top level that...
Sorry. It should be the other way around; the filename has to have an @ in it, or the script won't bake. I tried renaming your file...
An @ in the name of the file perhaps? If that's not the problem, maybe you could upload the file, and I can take a look at it.
Brilliant. I actually liked the graininess in the baked ligthing. What I didn't like was the red though. I think it was too washed out to fit with...
I'm using MonoDevelop, and it almost never crashes on me. You just have to stay away from the stuff that you know is buggy, such as drag-n-drop....
...which is good if you are doing a day/night-cycle with baked lighting. For example.
Yeah, I skipped all that since I didn't really know how to fit the second lightmap into all of them. :) Are you sure that this really supports...
I managed to piece it together myself, with blending between two lightmaps as well. And you were right, it was pretty trivial. Thanks for the...
Could you post the final shader? I need something like this as well.
I've been using joints for the past couple of months with a rig that's got 24 joints, some constraints, regular IK, spline IK and some XPresso....
I just wanted to correct a very common misunderstanding that I see around here, even among people knowledgeable with Cinema 4D: that Cinema 4D...
Joints import perfectly fine into Unity with R11. You just have to bake IK and XPresso.