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I need to add a lod group to my character, everything is fine with static objects with lods, but I have problems with the character. The thing is...
I made them static and adjusted them on a copy of the character without kinematics, after running on a flat surface you can say that everything is...
in this example, they are attached directly to the knees and move away from them by 0.5, but I will say right away that when they are attached to...
for example, I added these poles, the spheres are the poles themselves, well, in the script I added...
I do IK Foot, at the moment I’m satisfied with almost everything, except for my knees, I show the problem in the video. [MEDIA] when running fast,...
did it this way float tiltAngle = -Mathf.Atan2(point2.y - point1.y, Vector3.Distance(point1, point2)) * Mathf.Rad2Deg; BodyTilt =...
I did it, but it's not quite what I wanted... Tell me the material where it is indicated how others do tilts so that it doesn’t look like in the...
I need the character’s body to be tilted towards where the normal is facing, I do this BodyTilt = Quaternion.FromToRotation(Vector3.up,...
I want to check the possibility of movement, the check includes - checking the direction, checking the height, checking the angle. Everything is...
Tell me what scheme (logic) for constructing checks should be in order to check collisions and ground, without RigidBody and CharacterController....
I’ll clarify - I made hair from particles in a blender, they look realistic, but they won’t transfer to Unity, so a mesh is made in the shape of...
I have hair meshes, no materials for them, I thought about just putting hair textures on them, but it turns out to be garbage. Tell me what are...
I load the model, set rig Humanoid, and immediately notice that on many bones (limbs) an "_end" is added, why? why so many extra bones......
this is not entirely true, it will move either slowly or jerkily, but the point is to know where the bone will be after 5 frames (for example),...
bones are ordinary transforms, understandable, but where are the vertex groups stored? on the grid? that is, you can only transfer the mesh? If I...
I came across a variant of an animator on Dots, the meaning is this - all transforms are placed in an array and each frame is read, that is, on...
at least some direction?
if I have a person with an armature, I need to dress him during the game, I make the model in blender and attach clothes to him there, then I...
Tell me how to make the animation update less frequently? The situation is simple, those models that are close are updated as usual, and those...
I meant here the matter of encryption for specific needs... 1 MB/s speed for the user, in which countries is this??? The average speed in the...