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Hi there, Like @00christian00 said it the expected behaviour of the animator if the skin mesh is driven by the animator animation system and...
Hi phil, root motion is a projection of the motion node of the floor, yes the Y axis is completly clamped you can see how it compute in...
Hi Phil, it nice to talk to you again. So in the next version of dots animation (0.10.0) we are extracting time from DFG node. Basically...
Hi snacktime, The approach that you took is very similar to what we are doing in dots shooter with LOD. Basically we do have a shared rig that...
Hi, This is caused by a regression in DFG for component node in version com.unity.dataflowgraph@0.16.0-preview.1 which the current animation...
Hi, Animator controller condition are really basic, for each transitions all conditions are re-evaluated. Caching the result of a bool in another...
Hi, There is currently no know issues regarding animation memory leak. Please log a bug to help us to investigate your issue Thanks
@snacktime Hi, we didn't put any effort into converting a humanoid rig to DOTS, and this is not planned for short term. The easiest way would be...
Hi @gwon That exactly what I would have proposed to you, I'm glad you did find it by yourself
@CptKen Hi, there is nothing obvious at first glance that would yield this behaviour. We are using the same technic in timeline to drive any kind...
yes you can create an AnimationJob and from that job read or write all the muscles value. here an example...
Hi @marcomusto Thanks for the report. So we did investigate this issue yesterday, and it only happen when you want to preview a transition that...
it live alongside legacy interfaces, we do have an hybrid mode to mix both DOTS and legacy unity while we are working on completing the dots tech....
Hi @littlepolygon Unfortunatelly no, not in the current tech. The only ways to do that right now is to wait until LateUpdate, do your raycast...
right, I was talking about the animator component and physx.
yes you're right, hence why I said that the setup is awful, it the only way I managed to make it work without changing the physics code. You can...
yes it can be done but the setup is awful, you need a animation jobs that can read all the transforms from the scene value and store the animation...
You didn't see the legend? [ATTACH]
@KYL3R Mystery resolved. We had a memory stomp when using Animator.OpenAnimationStream(ref stream), it stomp the goal position.
you're right and it has been like that since we implemented mutlithreading in the animation system in 2011. that a look at this documentation...