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The code is running fine. The difference is, in the tutorial, there isn't an Instantiate before the return. In yours, there is. Code runs top to...
Use less things
It seems like you're just trying to implement something Cinemachine does right out of the box. I would recommend just using Cinemachine instead.
Yep, I figured it out a bit after posting. Disabling that also stopped my bigger meshes from throwing errors, so I think the issue was that Unity...
The AssetLoaderContext has a RootGameObject property that gets you what would have been returned by the non-async versions. [ATTACH]...
I have run the 2.1.0 build and it seems to run way better, although it's still unable to load the largest GLTF file, but I'm still investigating...
I have a series of large GLTF binary files with embedded textures. In 2.0.11 they loaded properly, but had no embedded textures. I updated to...
I'm using the AssetLoader.LoadFromFile method to load a model with textures already included. I'm running into this error whenever I load them:...
I'm making a highly modifiable game, where characters can be created and added in by the user after downloading. The idea is to make the user not...
I've got a title screen with a Press Start screen that I'd like to accept any key input to go to the main menu. The main menu, when cancelled out...
If it helps figure out what's going on, or what a workaround could be here's a comparison: Here's the collision without a rigidbody:...
I'm 100% certain that the pass-through trigger is more than a frame away. The trigger extends all the way to the ground below it, and the player...
The OnCollisionEnter is on a trigger, separate from the actual colliding platform, so it should be hitting the trigger well before the collision...
I have a platformer game, and I am achieving the effects of one-way platforms by using Triggers to disable collisions between a platform and the...