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Perfect thank you!
I'm trying to use a custom model with the diorama top/side shaders. The wave height is only affecting the top faces but not the sides. Is there a...
Is there any way to avoid including the "Assembly-CSharp" suffix in my $type fields? The namespace and assembly info will be the same in all the...
Yep- switching to Joins.Fill fixes the issue, but Joins.Weld would be ideal since my line's textured. Thanks for the quick reply!
I'm running into some issues with 3D lines getting distorted. I have two cameras: 1. My isometric game camera, rotated 45 degrees. 2. A disabled,...
Is there any way to have default field values set in the inspector for lists of objects? I noticed default values are set automatically for...
Just wondering: Are there any plans to enable merging duplicate vertices in Mesh Baker? I'm experimenting with modular assets that align at the...
Awesome, thanks Johannski, that works great! I'm still thinking through sorting characters moving around larger assets, but this plenty to get me...
Thanks Johannski. It's tricky since sometimes 2D environment sprites need to be drawn over my 3D characters. I'm thinking I may need to go full 3D...
Hi, I'm working on a game with 3D characters and 2D environments, with depth sorting handled using sorting layer/ID. I'm trying to have my...
I have some BaseBehavior prefabs that contain custom data classes, and noticed the serialization behavior is different from Monobehaviour. For...
That fixed it- Windows graphics API was set to D3D9 for some reason. Thanks for the quick reply!
Hi, Just getting set up with the plugin, but I noticed I'm getting an assert fails when creating mat for the LOS Mask: Looks like the mask...
Just wondering, is there any way to have a motor's effect calculated between animation controller layers? For example, I have a base locomotion...
Hi, I'm trying to automate our animation import process, and as part of that I'd like to copy my avatar definition from an existing source....
Wow... just got it working with humanoid. I had my root named "Rig" instead of "Root"! :mad:
In case I'm not able to get extra bones working on humanoid UMAs using the same rig, I've been looking into using generic instead. I'm having some...
Hi guys, Has anyone here had any success with animating extra bones on humanoid UMAs? Here's my setup: 1. I extracted a TPose from a base rig...
Hi, I'm using a humanoid animation controller that doesn't use root motion (position/rotation are controlled via script). I'd like to use a...
Bump- any thoughts on this? Is anyone else using the DLL?