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Was it fixed? Edit: Just noticed the last post was made yesterday
I'm not sure how Mesh class works internally in Unity, but I suppose both the MeshData approach and the Mesh.Set* methods just copy data from one...
Is there still no way to set bindPoses for skinned mesh via MeshData? Am I missing something? Sorry for the necro.
Also I don't have an answer or any need to do this at the moment, I wonder why it's happening. It seems like it's a common thing. I remember...
Thank you for your quick reply! As part of context, currently I'm working on pretty extreme case of open space location where polycount is high...
Hi, first of all thank you so much for this well made asset, it works impressively well even in standalone VR. Currently I'm trying to optimize a...
Heh, ok :) I'll rerelease it for LTS. Should be working fine.
I honestly don't understand why it hasn't been fixed yet. The fix is incredibly simple.
I just noticed that I have the same issue. Do you managed to fix it?
Can confirm. Had the same issue. Removed all spaces in the project path. Solved.
Nice blog, man!
For conserving debugging info you should convert debugging symbols too. It should be something like this readerParameters.SymbolReaderProvider =...
Hmm, have you tried to reassign mesh renderer and meshes? Does it crash every time you do some specific action?
Hi, Don-Frag! Sorry for late reply! Actually you bought the asset in a perfect time :) I just finished new waypoints module. It'll allow you to do...
I cant find where zPos is set for j ==0 in your script, maybe that could be the reason? Anyway, I made a simple script. The script shows how to...
Hi, jpienbro! Oh, I see, the roller coaster fix doesn't work for some cases. For now it should work for loops in ZY plane. It's a hard task to be...
Understandable. The original intention of this asset was to give the ability to model something and then repeat it along the spline, so you can...
True. I've seen somebody faking such alignment with shaders, but I have no knowledge of such sorcery.
I don't think so. Seamless snapping requires a lot of messing with geometry far beyond the original intention of this asset. For rough roads,...
Hi, wolfen231! No, I didn't. There is no seamless road alignment to terrain now. But you can snap nodes to terrain, by holding...