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Simple.... Whenever someone pushes changes, we get that error. We are compiling our code into a C# dll and do rebuild it upon pulling...
http://docs.unity3d.com/Documentation/ScriptReference/Input.GetJoystickNames.html Also, unity just announced a new sample package that has a...
this.ExploreCharacter.gameObject.SetActive(false); Debug.Log("Explore Character Enabled: " + this.ExploreCharacter.gameObject.activeSelf);...
Any Resolution on this? I am getting the same exact problem. I instantiate a game object at runtime (via prefab public setting) and then later...
I have a editor extension that allows my Skill objects to be created in the inspector. They have a list of objects that have various values,...
Get the angle and then constrain it with interpolation. To get the angle for the camera, you get the forward vector and vector to target and...
Upgrade to unity 4.3 and use animation events. In the import of the animation you can scroll to the bottom and set an event.
Well in your case you wouldn't create a bool transition for every attack. You would have progressive sword attack states that go from one to the...
In the system i described, mecanim is used and animation events (new in 4.3) are inserted when the clips are imported. These events can edit your...
Actually that thread just proves that this is even more of a bug. This happens with just unity objects. It would be useful to post results of the...
You have to put at least a little bit of effort into learning mecanim like the rest of us, watch the tutorial video on the website. The answer to...
I am using mechanim for the same case that you are, and just made a forum post on my dev teams forum to handle working with mecanim. Here is...
gahh... so my function was OnAnimationEvent(AnimationState anim) {} Once i removed the parameter it came up in the list. Not sure how i can get...
Well, once the docs are released this should be explained. I could also add animation curves and edit existing curves in the animation window of...
Scratch everything i previously said, without docs it's a bit of a puzzle figuring this out. You have to select a curve on your animation to add...
I got it working somehow. The trax editor has sooo many ways of disabling/enabling clips that i think i got in a bad state. SO... the working...
Getting really frusterated by this. I have a bunch of clips in the trax editor and in the visor. No matter what i try, i can't import multiple...
Nevermind! It's because the camera is not at 0,0,0 in the world, duh!
the following code outputs 0,0,0 when the character is in ~front/~middle of the camera. shouldn't it produce 0,0,-z? Vector3...
Ah yes nice, that is more elegant. I think a matrix will be the way to go.