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The simplest solution is probably just a greyscale texture which then can be tinted in the default image component. Examples below. The colored...
If you select the track you can see the track name at the top of the inspector. You can also see the track name (in place of the track binding) if...
When the extrapolationMode is == DirectorWrapMode.Hold you can check if it's complete by checking .time against .duration on the director.
Does the same apply to subtracks? Had a peek at how override tracks are created for animation, and it seems that SupportsChildTracksAttribute is...
Add a control track and then add ControlPlayableAsset and reference the gameobject with the PlayableDirector for the other timeline, and it should...
The built in animation track seems to do it by implementing multiple TrackClipType attributes, it seems like it should be as easy to just add...
The expected outcome is of course something weird (considering the nature of the test animations) but not strange arbitrary 90-180 degree...
Tried with the latest beta, 5.4.0 beta 19, still same issue.
They're in the attached UnityPackage. We just made some really silly animation to show of the problem. But it started out happening with more...
What we want: Root motion with blending. The problem: When two animations are blended (in blend tree or transition) and the root bone is at...
Just ran in to the same issue. Has this been fixed in versions above 5.2.2? Can't find it in the issue tracker, so I'm guessing no, but you never...
Got the same problem. Seems a lot of people are having the same issue with 5.1. Is there any other fix than downgrading?
Still no news on this?
I've got a Screen Space Overlay UI (together with a Graphics Raycaster) with an element that takes up the entire screen. It's just a simple...