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I can't remember what exactly I was doing, but I know I ended up writing a system to handle TransformAccessArrays for all of my animals and their...
Sorry to necro.. but at step 4, Visual Studio (2022) simply will not allow me to see .pdb files in the file picker that comes up from 'Load...
Context: BIRP. We're currently rendering parts of the scene at lower resolution, storing that result in a render texture, then re-rendering...
Unity needs a rule that all assets must be open-sourced if they want to deprecate from the store.
I personally wouldn't recommend using this attribute, it genuinely does not work for me and has caused me a LOT of pain. Right in the .meta files...
That is why I'm asking though. Astar Project's navmesh generation as far as I understand is vastly more robust than anything Unity offers. It...
I don't get the impression that this asset has half the features of ASTAR, but it's promising a generic and fast version of astar. Does this asset...
Hey, thanks for making this asset! How is integration with Astar Project?
Context, I'm writing a massive burst IK solver for 100s of animals and their legs. Animation Jobs looked very limited, so I wrote my own burst...
Did you ever solve this? I can't find any documentation on how ProcessRootMotion is supposed to work.
You have to be joking? There is zero documentation on this... I'm trying to add some root motion rotation and just hitting a brick wall of bugs...
I'm not sure when leak detection actually runs... I think for us it likes to run after we compile something.
Hey, thanks for this fantastic asset! I'm trying to have root motion from two animation layers (one of them additive), is this possible? Posted...
You need to enable leak detection, preferably with full stack traces to detect something like that. Where that is in Unity completely depends on...
Seeing this exception when adding an override of a virtual method. Not sure if that's meant to be supported or not, but figured I'd share. [ATTACH]
It is upgradeable by swapping the dll in the editor installation. Did this with the other plugin and it worked beautifully (in-editor), the Unity...
This is a bit hair-brained I feel, but I stole (read:borrowed) the spinlocks from Unity.Logging package and wrote a global timer that gets updated...
Epic! Can you elaborate on how it intersects with the post-process stack? Are there any tradeoffs or limitations we should be aware of?
Oh oh, I meant is it the "performance" setting for DLSS? :D Is this with the post processing stack?
A warning for any edge case would be greatly appreciated, I don't recall if the log was in a coroutine, but we don't use them often. I'm trying...