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Yep, ScrollPanel it is nightmare for me too (even for the web application). With big amount of data ScrollPanel very slow and eat lot CPU. Also,...
When will be available new updates? DFGUI is not updated for almost two months, the minimum forum support, topics ignore, what happened?
Hi 2 all! Any progress with asset release? :)
Enough to tease us :)
It is possible to buy your plugin right now (with paypal for example)?
Hi! Accidentally saw this topic. Very cool, want to try it :)
it would be great :)
Well, I can remove the MecanimEventSetupHelper GO from the scene and the scene of dependency animations will not be (Asset Bundle scene). As for...
Hello! Is there any way you adapt your Asset for information about the assembly Asset Bundle (BuildPipeline.BuildStreamedSceneAssetBundle and...
Hello! I create a fighting game. I have a lot of animations, and a common Animator Controller. All animators fighters has own avatar and use...
What are your plans for the introduction of new functionality into your Asset? (roadmap) :)
Yes, thanks, I already updated.
Feature request: common input parameter of the event, which contains some information on the state from which it was due, for example: void...
It would be great to have the following features in the editor: 1. Filter transitions states on the event name 2. Grouping by the sub-states names...
Now for a more flexible definition of the beginning and end of the animation I use for internal state and for inner animation events - Mecanim...
yes, that is probably what you need. why can not we add the ability to emit an event, even if it is in a state of transition? Thanks!
I saw your tutorial, thank you. And I thought about what to emit an event in advance. But how to make the start of the event is emitted...
Version in Asset Store is still 2.3. Did not quite understand what you mean. For example, I have an animation - HighStrike. Animation speed...
I'm making a fighting game and use your Asset to determine the start of the strike, and the strike of the active phase (when you need to define a...
The animation looks so: [attach] Code for distance check and change position: void OnAnimatorMove() { Bounds hitBoxBounds =...