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Hey guys! I bumped into this recently. But I've figured out a workaround. You can use a custom URP Renderer and add a rendering feature to render...
Hi! I have the same exact problem. Are there any solutions yet?
Unity humanoid rigs don't support roll bones out of the box - but you can get around it pretty easily. I would still recommend using humanoid rigs...
I just wanted to say that this tool is amazing :). It saves me tons of work (I've already submitted my review on the Asset Store - 5 stars of...
[EDIT] OK never mind :). I found the option I was looking for - you can easily scale the curves to speed up / slow down whole animation. Man, this...
Yes it works, because it gets the UniqueObject by it's ID in state's OnEnter() method. I store the UniqueObjects in a static manager. If you...
Sorry for double posting - but I also have a question. Is there a way to override StateMachineTransition defaults in Unity Editor? Each time I...
Hi Guys! I'm also using StateMachineBehaviours extensively in my projects and I came up with a custom approach for referencing scene objects. It...
Hi, I was struggling with the same challenge and I wrote two simple scripts, that will automatically blend character's animation from the one that...
OK, since Unity 5.6 this is no longer a problem - now you can bake multiple navmeshes as they are component based. Here you can find a talk about...
Thanks a lot brisingre. I've managed to achieve this result in another shader editor, but Unity's build in shadows have some problems (they look...
Hi guys! I'm trying to create a shader that doesn't use mesh normals. So it's something like unlit shader but with shadows, light colors and...
Yes, I am aware of that. I was thinking of an object with a single group that exceeds the 65k limit and some kind of auto-splitting mechanism...
Hi! I have a small feature request. Could you add an option to automatically split a mesh into multiple objects if it exceeds the 65k vertex...
I've noticed a really strange issue in Unity 5.1.2.f1. I have a large scene with a lot of instantiated in runtime GameObjects (mostly disabled)....
Had the same issue when an animation had a minus sign "-" in it's name. It was magically fixed when I used different naming convention for...
Hi, I'd like to ask about this method. I have a project where I need to create a huge number of meshes procedurally. It's a market with all the...
I've played around a bit more with this and my workaround can be only applied for small levels crafted in external 3D packages. If you want to use...
Great. I hope the workaround helps a bit. I am currently working on a game that will use multiple agent sizes, so I will surely develop a working...
If someone finds it, please vote here: http://feedback.unity3d.com/suggestions/using-navmeshagents-sizes-for-pa I think we really need those...