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I would try to create a script that will get those transforms in late update and ensure that script execution order is set in a way it will run...
[IMG] My eyes have Z-forward, Y-up axis (which seems to be a proper orientation). I have set up Eyes module and eyes rotation/targeting seems to...
Got it! Thanks
[IMG] Hey! I have a project stored in the local server. How can I move it to the cloud?
Well, I didn't want to just weight out VRIK, I wanted to keep IK parts zeroed and enable some of them deliberately when needed. But seems like...
Greetengs from the very end of 2023! Was the bug report submitted? Any update on the issue that timeline losing signals when loaded from addressables?
Not really, I didn't assign any targets at all. All I did was just 1. created a new scene, put a humanoid avatar there. 2. created animator with a...
Hey! FBIK user here and I'm finally trying the VRIK. Seems like it somehow misbehave from the very start. I have added VRIK component to the...
That's literally should be a default option in the Unity core! Thank you so much for this, will give it a try asap
Pay attention that Amplify Impostors should be also compiled with NR-compatible shaders. It's a separate panel from your default TVE compatibility...
Hello from 2023. I use Unity 2022.2 with a freshly installed HDRP 14 and default settings. The same issue is here, previews are black. When the...
I second it. Unity's terrain performance is one of the major bottlenecks at the moment.
That's brilliant!
I also waiting for the BiRP version (and use every opportunity like this one to point out that BiRP is highly requested). But I got the HDRP...
Oh, I see! Never touched that "new" stuff, I was always the old-school FFBIK/Limb enjoyer :D I assume VRIK and LegIK didn't have Playmaker support?
[IMG] Hey! I'm trying to make some kind of a foot-roll but I'm unsure if it's possible and what modules I need. In particular, I want FBIK to...
Reflections! That's smart, thanks a lot for your support :rolleyes:
Oh, I see. Looks like I technically can't assign most of the important stuff on runtime anyway. Like, I can't set collisionLayerMask with a...
Oh, well. Bad luck :D It's mostly an "architecture" issue. My character root is created procedurally, it hosts an animator, NavMeshAgent, and all...
Is there a way to keep iStep not on the Character's root but on a child of the root? I changed the init part to this m_transform =...