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Running into these errors loading MCS into a project. It works fine in another empty project but when I load it into my actual game project...
Question about cell / building generation - Often I'd like to have buildings along side of a road but it's not a closed loop / cell, for example...
Had the same issue as this in 2021.2.10f1 , and checking 'Support Translation Animation' does seem to fix it! (whatever that does)
Yes I agree, far too many of the 'code' asset store extensions aren't properly set up with assembly definitions etc. For the key ones that I use...
also re your comment about asset store packages being 'unity packages' - this is exactly how I manage asset store work for my own projects - for...
I talk a bit about this in this presentation that I did at Unite Europe a few years ago (jump to about 25 minutes in): [MEDIA]
Hey there, I've done quite a bit of experimentation with shared assets across projects for episodic work etc. One approach that we've used (and...
the simplest is to use root motion - this would be what most film / animation projects do. Trying to match via hand keying world positions or...
One trick that you may need to do is on the avatar mask you can expand the transform hierarchy in order to enable any non-standard humanoid bones:...
Hi there, Timeline does support additive animation layers, using the same Animation Masking system that the main Unity Animator supports. What...
the second way to handle this is to use cinemachine to replace the maya cameras in the hierarchy with cinemachine virtual cameras - this is...
There is a couple of ways to set this up, but the most straightforward is that the camera fbx files will import just as normal animation tracks -...
Do you have any more details about what the issues might be that are forcing you to have multiple json.net dll's in your project? The team chose...
I'm doing something similar in a personal project, I have face blend shape poses layered on top of base animations, you can see a video here:...
I think what you're looking for is 'additive animations' - which have a special trick to getting them to work:...
Cool, glad to hear. This was a part of the Timeline tools /w extensions created for the Baymax / Sherman projects, still negotiating to see if I...
To get a handle to the timeline window you can do this: public static readonly Type timelineWindow =...
The code that I have to do this isn't broken into a single method to make it easy to copy-pasta, but this is how my custom timeline tools toggle...
It's not public, you have to use reflection to access unfortunately.
One of the challenges of having AI to do the crowd navigation is determinism - ie having the crowd behave and do the 'right thing' when you want...