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Well i'll be. I had actually tested CharacterCreator3 awhile go and simply imported one model and then never used it again. I forgot I had it in...
Bumping this. Had submitted a bug, but the case was closed since it's not something that can be reproduced in a new project. Is there any solution...
This is the same issue I'm having that I posted in a another thread....
Well I spoke too soon, while the inspector does show that the changes are there and saved, when playing in game and when inspecting the clips...
As I wrote this an idea came to me and I revisited the whole Apply/Revert buttons staying active. I can confirm this is a bug and will open a...
A bug has randomly appeared where I am unable to apply any changes to an animation clip. This includes adding animation events, checking Loop,...
They are clip transitions.
Well this is interesting. I had not included a fade value because I'm using transition assets which I thought allowed me to set the fade duration...
Having an issue with fading into a mixer state. I have the following. activeMovement is a linearMixerState created onEnable that comes from a...
Good point. When I apply the rotation directly to the transform or the rigidbody it works fine. Looks like there may be an issue with how my...
Actually I'm thinking it's an issue with Unity and Root Motion in general. If I have any editor heavy window open (Node Canvas, animator, etc.)...
On that note, looks like the inspector is causing playback issues as well. I was wondering why certain animations were not performing correctly,...
Worked like a charm. Thank you!
I'm working on a locomotion system that has Idle, walk start, walk loop, and walk stop. While I'm able to correctly call all the associated...
Went ahead and purchased the asset, read through the documentation and looked at the example scenes but I did not find a lot of information on how...
Does this asset support Procedural Sphere Meshes (cubesphere/planets with multiple grid/faces) generated at runtime?
As a minor update. I was able to resolve the inverted UV map rather easily by inverting d.y: public static Vector2 V3toUV(Vector3 p) {...
Did the UV ray casting test and it confirmed what I initially thought that the UVs are approaching 1 on the left side of the seam, are at 1 on the...
Yes this is what I think is happening as well. I know you articulated how to fix it and I agree, but how does that translate to actual code?
Are you referring to a cubemap? I'm not opposed to using cubemaps, Spore implemented it very well, I'm just not sure how to code that out and I've...