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I don't think this has anything to do with the Root Motion Node property. I tried changing it to multiple things and nothing really changes about...
Interesting, all my animations already had this property set to "None". Like HuginnRaven says, this still returns 0.5f.
As far as I'm concerned, there's no reason for animator.pivotWeight to work differently than it does in 2017 LTS when Root Motion is disabled. I...
Personally, I'm scared of setting references manually in the inspector ever since Unity had a bug or something where all my references were reset....
Hi! This is not a scripting help question, it's more of an opinion sharing thread. The documentation says we can use Find() with a string...
I downloaded 2017 LTS and I can confirm that Animator.pivotWeight works there without enabling root motion. I tested in 2018 LTS and 2019 LTS too...
Is this a bug or intended functionality? Enabling "Apply Root Motion" does make it return something different than 0.5f in 2019.3, but I don't...
Anyone...?
Hello, I've been trying to use this float to figure out which foot I should apply IK on dynamically:...
As I've mentioned before, I did use that namespace and the other from Experimental, but neither didn't have the class defined. I was using Unity...
You're right, I completely forgot that was a thing. Thank you.
So I'm using Unity 2019.3 and I noticed that when coding a BoxCast, the 4th parameter is actually for the rotation of the box rather than the...
Soooooo... What do I do?
Which directive should I include in my script? I tried adding UnityEngine.Animations.Rigging or something like that and also the...
For some reason the TwoBoneIKConstraint type just doesn't exist for me to be able to reference it like that (see original post). Am I missing...
Hey y'all, I'm trying to access this value from the TwoBoneIKConstraint script:...