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Hey, @phosphorous_ I just bought the plugin and opened the Demo scene, and I just can't seem to generate the Decals in Editor following the video...
I tried it, but I get a T-pose for a single frame. Is there a way for that not to happen?
Hope it helps someone else in the future, but I read on another thread that if you actually use anim.Play(); BUT you set the stateNameHash to 0,...
Thanks for the quick reply. What could I do to bump the priority? SEGI unfortunately is no longer being developed and as far as I'm aware there...
With the release of 2018.3, I'm wondering what is the official status on this specific issue? I've been using realtime GI on my current project...
Thanks for the suggestion. I might be missing something, but all you seem to be doing is randomly asking to bounce between the two...
And if interested, I've attached a repro scene with the problem. Just press Play to see it happen.
The problem is not the path calculation. A path will only change if there are updates to the Navmesh or if we set a new destination (Using...
NavMesh.avoidancePredictionTime has no effect on this issue, I've tried it. I'm already using the HighQuality agent avoidance. If a character is...
I've been frustrated with this simple problem for over a year, and now the project is advanced enough where we need to figure out if there is a...
Bumpity bump...anyone?
I'm running in 'High Quality' and tried all the other settings makes no difference. As for Priority, all it does is to 'push' the actor with...
I might be missing the obvious since this seems a bit strange of a behavior. Let's say we have 2 agents, Agent A and Agent B, and both have an...
I've noticed that the Document Outline for UnityScript is still blank in this version of Monodevelop. Will this ever be fixed? It has been this...
I've been banging my head on this problem for 3 days now and I'm sure anyone with a basic knowledge of PHP should be able to easily help, so here...
So a friend just made me realize that Exit Time is higher than 1! I changed it to fit the accepted values (0 to 1) and its no longer causing the...
I have this simple transition using 'Has Exit Time', where if timeScale is higher than 1, it stays looping on the state, never doing the...
I don't think animation events can/should be used in this case since they are relative to animations and not states. If I use them, it's because I...
So I finally implemented what I think its a good solution, but far from being simple. In case it wasn't clear before, my goal was to know when...
One small thing is that my project is all written in Javascript and Unity decided that StateMachineBehaviour can only be written in C#. I already...