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Problem is that what I need is to be able to play *any* animation additively *after* the IK happens, not just futz around procedurally with what...
@tborden Hey how did you get this working in the end? I'm struggling with exactly the same issue:...
Hey just giving this a bump. Still struggling with the same issue in Unity 2023.2. Anyone tried to do the same thing and worked around it?...
@CodeSmile if you're referring to this one: https://forum.unity.com/threads/right-click-in-scene-view-doesnt-work.1559837/#post-9708077 It seems...
Ah great! Have you got a link to that thread? I couldn't find it here. Thanks!
I recently updated to Unity 2023.2 from 2022.3 and now my Wacom pen input no longer works in the scene view. Left click does nothing and holding...
Yes I did a similar temp workaround adding _FOVEATED_RENDERING_NON_UNIFORM_RASTER directly.
Amazing!
Hi there! When upgrading to Unity 2023.2.14 and URP 16.0.5 we are now getting this error: Shader error in 'Our Shader/Opaque': undeclared...
Hi there! Just want to check in again about this tool: [MEDIA] Any likelihood that it would be available as a package soon, even if in beta or...
I'm getting this when the scene unloads with 1.4.1 (if I'm forcing the version): Type of instance in array does not match expected type...
Technically this should work but it doesn't seem to. My setup: 1. Base layer 0 (with IK) 2. Gestures layer 1 (additive) 3. OnAnimatorIK() on...
Okay so I removed the reference to GetUniversalAdditionalCameraData() in HighlightPlus and now the error is gone! So that was definitely the...
I am using highlight plus and we also have our own custom render feature for our own shader. @samanabo do you have any render features enabled in...
I'm getting the exact same thing. Unity 2022.1.3 Apple Silicon URP 13.1.8 macOS 12.3.1 Curious to see that @slippyfrog is also on a Mac. Maybe...
Hi! I'm getting no handles now for curves that I create. This seems to be a new thing. Maybe since upgrading Unity. See here:...
Thanks! Since this is a setting, I guess whatever it's set to in the GUI will be used by BuildPipeline.BuildPlayer() ? Also, for...
Hi All our builds are scripted. How does one use the "faster builds" option with BuildPipeline.BuildPlayer() ? Thanks
I'm running Unity Hub 3.0 beta on macOS Monterey. I have shell scripts set up to start up my projects using the right versions of Unity without...
Awesome! Thanks a lot! Looks like I do need to make a custom track type and then dig more into the playables system :)