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Hi Partel, I'm experimenting with the Grounder Quadruped, I tried to have the effect that when character move at high speed = the leg swings out...
I get my actual bone position in the BeforeIKUpdate (fullBody.solver.OnPreUpdate) for example: fullBody.references.leftHand.position; Setup...
Just done making my own Wall Climb + Wall Slide + Wall Kick system. Final IK helps greatly with the visuals since those wall interaction without...
adrian-taylor09 same, some of my shaders are not included in build, which issue does not happen before this version 2022.3.16f1. There must be...
please add this back to Shader Graph for newer version.
most use URP, and I think URP 2022 is better than 2021 so no worries.
hi arkano22, did you tried the river mesh maker tool from NatureManufacture (Lava or River package) I think it's good to use with fluxy since the...
Hello dev, Pls watch this. [MEDIA] What do you think about GPU instances on moving platform? Are they worth updating with GPU Instancer or just...
did anyone integrate GPUI with boing kit Reactor Field GPU Sampler yet?
Hi bro, while animating the most thing I do is QuickSave1 and QuickLoad1, to copy paste current pose. Can you add a shortcut for these two thanks?
I've sent this bug report, if anyone have this resolved can shed me some light, thanks! Unity 2022.3.11f1 Windows Editor 1. What happened...
@Darkgaze post here for anyone come across! Just pull my hair out since trying a lot of other method and they don't work. They are...
Thank you, for now I'll implement actions like Attack, Skills casting etc as separated thing from state machine so they can live together.
Thank you! so we only have this problem because of Blender. I don't understand why they keep that Armature bone on export even though it's not...
Hi, I just sent the file to your inbox. This bug me too since I do have zero pos/rot/scale for the root node.
Hi bro, can explain why when I move my character with Z axis, it goes up Y axis? (generic rootmotion) [ATTACH]
Hi Kybernetik, I want to upgrade my code using your state machine coding. Last time, while I do not use state machine, my character can run / jump...
I have to create state on start because jumpMixer.State.Parameter = vspd; this line will return error that the state is not created. So to do this...
hi bro, good now, I don't think I have to pass in the mixer's duration parameter. Since I thought it is automatically used...
thanks, another quick question, It seem that my mixer fade value does nothing. as soon as I press jump the pose snap right to this pose [ATTACH]...