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Unity's animation solutions are the reason i stopped using the tool.
Thanks guys
Does anyone have a copy of this. Unity deleted this
You might have to copy the Service based implementation from UE4. It is probably the only way to maintain performance without redundant tree...
Hi is there any chance we can see the new animation property names? So far I have localEulerAnglesRaw.x m_LocalRotation.w previously...
Please don't laugh at me. I was working in world space instead of local space. Thank you PS nice node ediotr
Thanks for the reply I thought a 3x3 was a subset of a 4x4 I forgot to state that I initialized the matrix as an identity matrix first I even...
Fixed: Local Space problems Hi guys I have run into a snag. I know this has been addressed numerous times on this forum but somehow none of the...
Is there anyway to get around pinning the character? I would like to use mostly force to keep them up right or we will end up with FIFA styled comedy
That's actually the easy part.
Does it run in editor mode? I want to build a behaviour editor using this. In editor mode
I really wanted to find out how to make a timeline for my editor
I saw that but it isnt what was advertised Where is the timeline window?
I was wondering if there would be any documentation or tutorial on how to use and extend this
I must have not been paying attention If i had known this :( Thanks for informing me.
Checked the release notes Still depressed by substandard physic engine features
I have read the release notes of every beta and now I am just beyond depressed. Might have to port bullet physics or just throw away the idea
Please Unity give use penetration depth in Collision class The algorithm for calculating this requires 1-2 raycasts if we do it ourselves Its much...
I thought their new render engine was supposed to include a fast approximating ray tracer (and i thought it was also applicable in physics)
I have not tested Unity 5 but please bear with me. I most physics engines you have a collision callback which unity has represented with...