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Hello! I've read your post, and I think your solutions are having the right direction, and is great One more thing you may want to test, is that...
Oh, sorry, I didn't read carefully. It indeed is much harder... If I was in the same situation, I would create another controller script that...
Since the director field is marked as public, you can loop through your parent's root playable's descendants and find the DirectorControlPlayable,...
Yes, you're right, it's somehow an old post before Animator exists. However I don't think Unity would change the backbone tech stack of it's...
According to Bone animation - CPU or GPU? - Unity Forum, the curves are evaluated on the CPU (through Job system I think), so the animation...
Maybe calling Animator.Update(0f) twice (in a row) would fix the problem; Animator's first Update has some special behaviours.
You could use the low level API Playable to have better control of animations. For example, you can use AnimationPlayableUtilities.PlayClip to...
Another easy way, you could look to the manual Command Line Arguments, which pointed out that you could use -executeMethod <ClassName.MethodName>...
Yes, since every frame only run 1/60 (sec), you will need 600 frames to finish the timeline, and 600/30 = 20(sec).
Here's my Implementation to do frame-dropping, both for performance and for anime-look effect: AnimatorDropFrame.cs (-> Github ReadMe) Explained...
Put your logo along with Unity's logo, then it will look more professional (than the default one).
A better way I would like to use is to us AnimationEvent, which you can set events on the AnimationClip, and the animator will fire events to your...
Unity is working hard on moving Unity's C# backend to CoreCLR recently, maybe that would result in a speed up in compiling too. (I have no...
Dumb way, but if all clips are in your project (i.e. not in an asset-bundle from other projects), then you can create a container class to contain...
If so, then you won't want to use FixedUpdate(), because FixedUpdate() is not guaranteed to be run on every frame. Well, if you really want...
I want to activate scenes in different order of calling order of LoadSceneAsync(), but the activation just stucks. The situation was, I...
It's rather hard, because StateMachineBehaviour doesn't contain any information to the state (public or private), but you can do this in editor:...
Here's the documentation: Application-exitCancellationToken Unity didn't advertise it a lot, but there's also destroyCancellationToken in...
Application.exitCancellationToken is also a choice, if you're using Unity 2022.2 above.
I'm not sure, but I think that modern .Net compilers could re-interpret from foreach to for at compile time if the subject is always surely simply...