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Non-AC canvases should only interfere with Hotspots if "Unity UI blocks interaction and movement?" is checked in AC's Settings Manager....
Unity's new starter FPS/TPS scripts do not lend themselves well to integration, from what I've seen. If you have an issue with an existing...
I seem to have found a bug with the Tilemap Editor package. If a painted tile is flipped or rotated, it'll be reset once the grid brush is used to...
OK, thanks for the clarification!
I have my character's Idle/Walk/Run animations set up on a Blend Tree on his root Animator - standard stuff. To help make my Timeline-based...
Slowdown as in performance, or character's actual motion? Do they make use of Root Motion and/or a Blend Tree? There shouldn't be such a...
You can set the Player component's "Motion control" field to "Manual" to have another asset attached to them take over all movement handling, but...
The NavMesh Agent is a separate controller (though one AC can make use of), so the motion style will be different. Either way, you will still...
You could likely rely on the NPC to move according to another system, but you'd still need to call the NPC functions via a custom script. You can...
It will require some custom scripting, and how easy it is will also depend on the other asset - there's no "set way" to link two such assets...
My own needs only required to only work in the Editor, I'm afraid. If your object isn't instantiated, do you mean you're trying to mofify the...
You can always run a custom script via the Object: Call event / Object: Send message Actions in an OnStart cutscene, but if there are issues with...
The OnAfterSceneChange event is triggered after switching to a new scene, with a parameter to describe the circumstances (i.e. from loading a...
I've been tinkering with this, and yes - the switch to and from Prefab Mode is seamless. It is the case, however, that all modification of...
Ouch. OK, well I appreciate the steps pointing me in the right direction. So this would be effectively the same as opening up Prefab Mode...
Apologies if this has been brought up before - but I couldn't see mention of it elsewhere. I've found that the current prefab experimental build...
I think so too - but that's what I'm using. I'm getting the same API warning as @Jiraiyah, but can't find how to correct it.
Thanks for the heads-up. Does anyone know what namespace "PrefabTypeUtility" lives in? I'm having trouble accessing it.
Quite right, I'll address this in the next release.
If that's only showing when the game starts up, it can be ignored. Try setting the When running property of the ActionList in question to Run In...