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You might have it hidden. Right click the scene tab and select "overlay menu". From there toggle "tools".
This is really cool stuff! I am just now familiarizing myself with ECS, its been a bit of learning curve and its hard to know what tool is best...
Did you ever resolve this?
Did you ever come up with a solution for this?
As a work around use the hotkeys (z and x) to toggle between these settings quickly. Lets hope they don't remove that next lol
It was a timing issue involving my character movement code. The movement code is updated in fixed update. To make things look smooth I...
I think your suggestion might have led me to the correct answer though. I had use display in HDR mode enabled which I forgot I about. Disabling...
This is in editor, I have not tried on device. It will be a standalone app when built.
I'm not sure what happened but I cannot get anything to render correctly on Metal. With post processing enabled the image becomes super...
2022...
C#'s implementation of async/await will allocate a mini state machine so that is probably what you are seeing. I believe if tried with UniTask...
I think I see what you are saying. This might actually work. using System; using System.Runtime.CompilerServices; namespace Animancer {...
Yeah, the above code was done really quickly without much testing, it does have some problems, but I think they are solvable. Probably more...
Wondering if anyone has added async/await support to Animancer? I didn't see anything about so figured I would give it a shot and it was...
With AnimancerLayer.CreateState<T> removed, what is the proper way to add a state? In the older version I was adding all states prior to playing...
Just ran into this, if you want to create a tpose animation from your original model you can use this script I threw together: public void...
@Kybernetik is it ok to change a layer's properties during runtime? I am talking about SetMask and IsAdditive. I've tried changing IsAdditive...
@RobO_HB did you ever figure this out? I am running into the same problem when converting from humanoid to generic animations. It is causing...
Found the cause, it is due to interpolation on my character controller on update vs movement on fixed. Animation rigging is working as intended.
Took a look at my other systems. It was caused by interpolation smoothing on the character controller. :facepalm: