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Could you at least name and shame the one person who thought this was a good idea, who also just so happened to be in charge of this decision. Thanks
I'm using Third Person Character, player is controlled with left stick, cinemachine camera with right stick. If i use...
For me, running off the side of an object or coming down from a jump, the player would fall but there was no animation playing (like legs or arms...
Cool, just out of interest, does your falling animation work for you? I had to do another workaround for that.
Whether this is related to something i found, i do not know, but i had a very similar issue where my player wasn't moving. In the...
@Krull Can you please advise how bad my implementation of the following is, and what would actually be the best practice here. I want the players...
Thanks, changing "Mouse Look" to "Controller Look" worked! Initially it was moving very slowly, but changing the "Camera Turn Sensitivity" from...
Hi @Krull The Cinemachine "CM Third-Person Example Scene" uses the mouse to look around, the right joystick on gamepad does not work. In "Third...
An update. The issue appears to be that the player controls are in FixedUpdate which is at 50fps, the camera is looking at a child of the player...
I have read countless posts on this topic but i still cannot resolve my issue. When i rotate my player, the player itself turns smoothly but the...
@cloverme Your second question, in short, handObject.GetComponent<HandPoser>().weight = 1. The InteractionObject may have a Poser Weight curve,...
@Partel-Lang I ended up amending your code. I think what was happening was that while the angle was the best its position on the object wasn't...
Hey @Partel-Lang , thanks for the patch, appreciate it! I have tried it with mixed results. Say the object is rectangular (e.g. a cereal box),...
Hey, I have an object which is non symmetrical in shape which needs to be picked up and dropped. I have everything successfully working. The...
Old question but i had the exact issue. I easily resolved it in Unity by mirroring the right animation i had, then in the Animation pane, under...