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I've done some Googling and there is no real support that I've found that doesn't result in wasted time every day. So every time I open Unity and...
Hey there. Sorry for the delay. Been on a tools task the last couple of days. Cam version: 2.6.0 Here is a gif of the jitter. Red means it's...
I've got my camera all set up the way I want it to follow the character around. sometimes the character can go behind walls. I could use a shader...
_rewiredPlayer.AddInputEventDelegate(OnButtonActionComplete, UpdateLoopType.Update, InputActionEventType.ButtonJustPressedForTime,...
So URP is a little bit more restrictive in the lighting for good reason. I'm struggling to create similar lighting as I would otherwise. For...
I solved the problem. The solution was to treat the scaled timeline in segments as if they weren't scaled at all. Then offset for the time since...
My current toolset doesn't seem to allow root motion. the movement controlled by another script. With root motion enabled the mesh moves around...
I've updated my post, to be more clear... I hope
So I've got a bit of a difficult math problem I need some help with. I have a character's attack broken up into 3 animations. Anticipation,...
I'd actually seen that first one a few times. I've got what I have currently because of it, but the main issue I have with it is that it uses...
edit: I think I understand what you were saying about checking depth if it's transparent. Yea, that overhead is less than ideal. Did I mention I'm...
I figured it would be depth-based because it would be only affecting objects between the camera and the player, or are you suggesting I do a...
I'm trying to make a shader that will cut away at obstacles that are obscuring the player from the camera. I have a kind of solution, but it...
It would appear not. I just recreated it, I guess. There is no "Base" colour that I could find. Doesn't seem to do as the GIF suggests. Always...
So I'm trying out SpriteShape and I'm having a couple of hangups. I've been fiddling with this for a while and haven't found a solution. A1: The...