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Thank you!
Could you post a link to the tracker so we can follow the status of this bug? I wasn't able to find it.
Are you sure it's frozen? Since Unity 5 came out the first build of our project on a new machine or after deleting the library takes several...
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I believe in the latter case the while loop is probably unnecessary, you're turning your boolean on and then flipping it back off on the next...
I'm not aware of any way to do this through Unity... You could do it through interop with the user32.dll functions FindWindow and SetWindowPos....
We've recently switched our main character from using a CharacterController to using a Rigidbody and capsule collider in order to take advantage...
Is your rigidbody kinematic? If not you may want to reconsider how you're applying movement. Have a quick look at...
Any updates on this?
If not using an asset bundle everything works fine here. The problem only appears for us if we try to load the character at runtime from an...
Here is the Unity 4.0 script switched to C# and with OnEnable and OnDisable functions to toggle the effect on or off. There is also a temporary...
Hi Sonny, Any chance we can get a rough ETA on this? I need to know if we should wait for a fix or go back to the legacy animation system for...
The bug has been reported, and the case number is 502380. Avatar is not null, and isValid returns true. As for the possibility of the...
Nope, we've tried multiple configurations of script/character controller/animator and still no luck, Mecanim seems to be unusable with asset...
Can't seem to work around this issue, any Unity developers have some input here? Character works fine in a test prior to export, but once it's...
We've accomplished this by using Mercurial for version control and taking advantage of the Subrepository functionality. Each project is a...
As I mentioned in the original post I have no character in the scene, it's loaded at runtime from an assetbundle so I'm unable to do as you...
I have a character exported to an assetbundle with an Animator component on it, which already has an Animator Controller attached. When I load...
Any progress on a scripted example of instantiating the system at runtime and attaching it to a character/camera that are already in the scene?...
Right I got most of that from the documentation. What if we don't have a terrain object? Is there any way to disable that functionality? Also...