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Perfect! Thanks! :)
I found out an alternative. Instead of declare the list on EditorWindow script, I declared on Monobehaviour script the same way: [SerializeField]...
Imagine that I have a simple list on my EditorWindow script: [SerializeField] public List<int> intValues; onGui I have a button that adds elements...
Usually, if you don't change it, default state is the first state in the state machine. So, imagining that your AnimatorController is saved on a...
For some reason I had an class using namespace UnityEngine which means that was overriding the original "UnityEngine", so, HumanPose could never...
I just kept the Python language and the library NTLK by creating a REST API using this library: http://flask-restful-cn.readthedocs.io/en/0.3.4/....
Thanks for the answer. I've tried at least with 4 versions and still the same. I really needed those libraries, not only to run your code, but to...
How did you get your HumanPose and HumanPoseHandler working? I am getting this: http://forum.unity3d.com/threads/cant-access-humanpose.403177/...
I am trying to access classes HumanPose and HumanPoseHanlder: http://docs.unity3d.com/540/Documentation/ScriptReference/HumanPose.html...
I can convert the mecanim animation (with muscles) to transforms values by simple playing the animation and copying the transformation values each...
I have an AnimaitonClip (_myAnimation) with this values: [IMG] How do I access them via script? Why this doesn't work? var bind=...
How do I add a Behaviour to a State Machine? I am using this: AnimatorState newState = new AnimatorState();...
I am trying to add a new keyframe, changing some rotation values, to my animation "_newAnimation". The rotation values are (78.23f, 46.05f,...
I need to make some NLP (Natural Language Processing) operations through Python Library, NLTK, and I was trying to work with IronPython, but this...