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I am experiencing this issue. I had a build work several months ago when I was trying out UCB, and that used editor version 5.1.4. I'm attempting...
I think including what was initially defined - the addition of a Physics.autoSimulate and Physics.SimulateStep - is enough for now. I'd rather we...
Yes please. This is absolutely necessary to do any decent networked physics.
This would be the best as it wouldn't require people to code any differently - old stuff would continue working as normal, and ?. and ?? would...
Did you get the animation working though? If not, I'm thinking your code could be used in a preimporter script to turn specifically named bone...
http://blenderartists.org/forum/showthread.php?304646-FBX-importer-included-in-blender-ready-for-testing&p=2539694&viewfull=1#post2539694
pick something from this: https://docs.google.com/spreadsheet/ccc?key=0AjZV0SdoOTsPdFVGQWxUWW9Fdmk2RzNfa3hUZU90V1E&usp=drive_web#gid=0 from this...
Yes, exactly as I said. Shape keys export, but the animations do not. You can even go look at the fbx export script on the blender wiki - it...
blender does not support exporting shapekey animation. It says so on the fbx exporter wiki page for blender. The workaround is to use driver...
shape keys will export, but the animations that you make for them do not. Blender does not support exporting shape key animations. There are...
Other than steveb's suggestion to duplicate/create a new animation and set the values that way, you can use driver bones. Basically, create a...
I just added a library I've been working on for a while now to the chart. https://github.com/jbruening/PNet . It uses lidgren for the actual...
I use a framework that I built on top of Lidgren. Using it for an mmo, had a thousand or so people on one server during tests....
I already made one about a month ago. It's in the github repo....
I made something that basically keeps track of where the feet are, and has settings for two planes per foot. One plane acts as an 'engage' trigger...
the processor doesn't care about the file extension, it just reads from a Stream object. So long as the stream follows the format, it'll work.
I've worked on this myself, and can roundtrip a mesh with all data identical. (tested on a rigged mesh with two UV sets and vertex color...
if you do the chunks, then you don't need vertex count, triangle count, or submesh count in their respective chunks, as you already know how long...
doesn't unity have a maximum of 65535 vertices per mesh? you could reduce the vertexCount variable to a ushort if so.
someTexture needs to be set to the texture type Cursor in the editor.