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Any excuse to simplify your design is worth considering, if you asked me!
Hey can anyone confirm for me whether Navmesh.SamplePosition returns a point on the Navmesh or the Height Mesh? There can be a decent delta...
You could run a post-process on your runtime navmesh that generates navmeshlinks for climbing. I don't do it at runtime, but I've got a script...
Normal built-in navmesh can't handle navmesh that's not cast downwards. You need the extra navmesh plugin (instructions here:...
Okay so here's my theory about what SamplePosition is doing: - Searches for navmesh up and down in from the center first (as it states in the...
Navmesh links can’t be queried by SamplePosition, right? So there’s no reason why having those on would have any bearing on this. And the mesh is...
Good idea, but I definitely only have one navmesh baked. The blue is the navmesh, the pink is the heightmesh, which is not something that...
Basically, I run SamplePosition with a radius of 2 to find a position. That returns a true, and I store the navmesh hit. position, which is on the...
Boomboyag, I suggest you look into Off-Mesh Links for jumping and climbing. You can detect when they're active and play an animation during that...
I used this as a starting point and it worked great for me! One thing I would add is you probably want to account for your camera's aspect ratio...
Put something like this in an editor script: [MenuItem("Tools/FindFarObjects")] public static void FindFarObjects() {...
You definitely need some sort of collider to provide the physics check to see if it should collide with the floor. I'm not really a 2d person, but...
Hi there! I've got a character controller with a kinematic rigidbody for my player character. I used to use Continuous Dynamic collisions on the...
Update: The custom actions all need the [ProBuilderMenuAction] tag above the class name. In addition, the asmdef should be set up to JUST be for...
Okay, one more issue. Now that I've got the asmdefs set up correctly, my tool compiles. However, the shortcut does not show up in the Probuilder...
Thank you Karl, this was helpful. However, I think I am still missing something, because while it can see UnityEngine.ProBuilder, it cannot see...
Oh gosh - it was PG, but it was the old version of PG that I hadn't deleted yet. That's fixed now, thank you!
I had this issue, so I importing the progrids preview version in u2018.3.4f1, but now I get: "The type or namespace ProGrids does not exist in...
How do you disable Vulkan? I've been trying to figure out a workaround - trying to hack the shader with #if SHADER_API_VULKAN doesn't seem to work
I haven't tried this, but going through the documentation for the package I linked, it looks like you want to create an empty gameobject with a...