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Did you ever find a solution for this? I'm stuck in a similar situation
It would be great for consistency! I think I solved it by editing CharacterAutoMovement protected override void HandleInput() {...
Hey! I'm on 6.4 and there seems to be an issue with the interaction of gravity zones and the auto movement. The player corectly flips upside down...
Hey guys, couldn't find this info clearly stated so I'd better ask before implementing it into our project: how long is the events data stored...
@SteenLund Using PrefabUtility.SavePrefabAsset is the same as SaveAsPrefabAsset in case the object used is already a prefab? I'm asking this...
Hi, thanks for your insight. Wouldn't I end up in the same situation when editing the variants? If I add or remove components to a subselection of...
Hi guys, I'm updating a big project from .2 to .3 and I'm having trouble updating our prefab tools. We used to load them in as gameobject, edit...
Thanks a lot for the lead, the problem was indeed #2 Btw, the asset is awesome!
Hi! I'm experiencing a weird bug (maybe?) in situations where one button is being mapped to two different actions. On a machine the double...
Hi, I've written my own character controller with collision resolutions and everything and, well, it works, but I would love to see how the guys...
Thanks a lot for the insight, your KCC is the best generic purpose controller I've seen to date in unity!
What if a big object, like a kinematic platform going up and down or a wall moving, tries to push the object at low framerate? The kcc...
That's a really interesting way of using scriptable objects! Though in this case the StateController acts as a player controller, so there is a...
Hi guys, I'm studying a bit FSM and trying to figure out how to use them correctly My current implementation has an interface to implement states,...
Hey hi! Your character controler looks great, though I have a question as a fellow developer: does it prevent phasing on low framerates (or...
I'll answer myself: it does exectly what I asked, turns out I messed up something else in blender and the export was going wrong. Thanks a lot for...
Let me know if I get this wrong, does your script require one RGB + Alpha layer called xxxx_ALPHA?
Thanks a lot for the help, it's weird that a solution that seems so stupid works really well
I just went the rogue way: copied the StandaloneInputModule source, and inherited from it using after making the methods virtual. Now if the...
Same issue with that one, it's also protected but not virtual (I'm looking too on bitbucket on the 2017.1 branch)