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@fffMalzbier Please up vote for this bug here,...
This is a known issue for 2 years long!!!...
Yes, this is a known issue. Can't believe for 2 years long!...
Seems Unity has a bug on Specular lighting at least on iOS platform.
Unity 2017.1.1 1. Create default sample scene with visible specular spot; 2. Run in Unity player is OK; [ATTACH] 3. Build and run on iPad 2017 has...
@JelmerV I have the same issue :( Maybe this is because of "Unity ARKit Plugin" settings? Did you found solution?
I mean transition between those states jitter when hold fire button down.
Open Adventure scene, get Katana, press & hold fire button. You will see first animation slash right to left then second anim (left-right) looks...
Great update, animations/states looks much better now! But how to make character always run, like before?
Is any way to create flame thrower, chainsaw, electric shock, flashlight? So weapon or equipment with 2 states: idle and action. For instance...
Found 2 issues in TPC 1.0.1 1. Shoot with no aim. When ammo depleted gun stay aimed also hear strange "jitter" sound. 2. Equip gun, shoot few...
Tried your suggestion and got error: ArgumentException: An element with the same key already exists in the dictionary....
Is it possible to play separate reload sound for each gun?
For instance I have: pistol1, pistol2, pistol3 with the same animations. Is any way to share single weapon animation State with few weapons or...
I think damage force vector from shootable calculate not quite correct. Current ShootableWeapon::HitscanFire get raycast normal but should use...
Actually I use simplified set of controls for enemies (game for mobile): CharacterHealth and CharacterRagdoll only (character initially set with...
Please keep in mind I can get velocity not only from Rigidbody but from NavMeshAgent or other also. (Enemies in my game use NavMeshAgent). One of...
Add ragdoll impulse when character die to increase realistic. This is a simplified solution do not care about instantaneous velocities but it's OK...
In relation to my earlier post I found some strange code: Health.cs private void Die(Vector3 position, Vector3 force) { ........
Why character need a Sphere Collider that always inactive and with 0.001 radius? (image attached)