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As title, I was playing around the timeline and use it to override my animator at runtime, Assign the humanoid Animator to PlayableDirector wait...
I think you may just overthink of it, may be in wrong direction. you said "feeling sliding around", allow me to rephrase that into : - The...
Hi Mufelo, I just did the similar thing in my project, may not the best solution, hope it can give you an idea. my solution are calculate the...
thanks, you are right and I'm using your solution right now. to manually override my CharacterController, instead of mass with timeline. however...
at the end, I was using timeline to implement my jump feature. - pre-calculate the landing point - and allow small range correction, (major on...
Attempt to use timeline to override my character's animator to platform jump action. [MEDIA] Q: right now I need to know how to modify the...
navmeshagent & rootmotion they both attempt to move the same gameobject, I dont think its what you wanted
what you need to do is pass velocity x,z axis movement in to animator, and used blendtree to anime walk/run blending.
working on feature, to use specially jump animation to jump across obstacle. I manage to do that via Animator "MatchTarget" API. The goal was...
turn out the reason was the box size. I try to detect the surface collision by using new Vector3(float.Epsilon, 10f, float.Epsilon); this issue...
I'm using boxcast hit, and sometime this happen to me, any ideas ? (as image), [ATTACH] right now I'm trying to avoid this issue by check if the...
what I'm doing is the combo system for my game. in order to locate the target state during runtime. so I was tried to fetch the AnimatorState...
Wow, it was ! thanks for pointing that out.!!
I try to write the movement control for myself via the "CharacterController component. but having the weird issue, as title mention. I can...
I think I found it... the mistake hidden in my code. it's related to this. Quaternion To Matrix conversion failed because input Quaternion is...
I was trying to use the U3D API Matrix4x4.rotation to replace my. private Matrix4x4 m_Matrix; public Vector3 position { get { return...
you already answered your own question. make it static. I mean get rip of MonoBehaviour public static class GameDB { public static...
the document is fine. just give it two point (in world position), direction and radius....
I was wonder is there the way to get capsule's apex points without calculate each frame. since I need to platform `Physics.CapsuleCast` every...
did you do it on awake()? I also have this issue, however run the API again e.g. after start() will give me the correct result.