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I was returning to update my previous post after further experimentation revealed this. Clearly you don't need me to tell you that you're...
@JakeFromBend I was actually trying to figure this out, too. What I tried was along the lines of: [SPOILER] It actually appeared to have the...
Thanks! And yes, I did notice that. It should be a simple matter of canceling any pending Invokes ahead of PauseTrail() and/or adding a condition...
So then it could be "cheated" afterwards using something like Invoke() to restore the desired lifetime after a specified period following the...
Thanks for your reply @richardkettlewell . I felt certain that there had to be a multiplier or something similar that I was overlooking or...
Good morning, Everyone. I wanted to know how one might go about "pausing" or "freezing" a trail renderer (without the use of Time.timeScale) and...
[SPOILER] I'm sorry, @wolfulus , I never did manage to figure out a solution. Actually what you see in this thread is pretty much as far as I got...
My thanks to you, as well. I look forward to checking them out.
I will have a look. I'm curious to see what else you might have pointed out that I had overlooked. Thanks, again.
My own comments about arrays led me to the idea of creating individual UI objects in their own methods with various arguments which could then be...
Oh, I see. I hadn't considered layout elements. Are you suggesting, then, that I remove the following (the RectTransform instructions)[SPOILER]and...
I realize it is not quite what you asked for, but it is possible to create keyframed events on individual animations. It seems like this might be...
Good evening. I've written a C# script that is supposed to create a UI text object at runtime the same way it would be achieved from the editor....
I have not done it recently, so I could be wrong, but check out the FBX options when you export your assets. I'm pretty sure if you change the...
I have not seen the tutorials, but just from reading your post I'm guessing your legs are using inverse kinematics. You'd need a slight bend at...
Future readers: "UMA" is an acronym for "Unity Multipurpose Avatar". For additional information, see...
I'm surprised that this doesn't seem to be very common. Are projectors generally avoided? Are cutouts generally avoided? I imagined it was...
Hello again, Jessy. I'm fine with working with just one pass. The only reason there are two is because, as I said, the shader was based on one of...
Would anyone else care to chime in?
The discussion seems to have hit a dead-end. I could still really use help with this.