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bump! :)
bumping :)
I've been watching some GDC videos and I was intrigued by the techniques demonstrated by Overwatch & Destiny: [MEDIA] [MEDIA] On those marks,...
Bump? :)
Bump?
Bumping.
Bumping. :)
I was reading CryEngine's codebase, and specifically, the procedural motion bits in the weapon module:...
But if i transform the root, that will make the feet of the player go up in the air and dig into the floor. :O
So, I've been trying to customize the standard character controller to match the procedural animation technique by Wolfire Games as shown here:...
I eventually did. But i had to use an old version, because the newest ones are full of crap. I recommend everyone in using 1.3 or even 1.1.
Bump!
Bump! :)
What kind of collision logic is done in order to enable the isGrounded flag on the Unity CharacterController? Does it check for the ground? Does...
I'm using the CharacterController.Move function but i want to tweak a few things that i suspect it is doing. Unfortunately, i can't find the...
So, i'm quite impressed with the camera and the character controller in UFPS, specially the procedural motion system. However, i'm not interested...
That video, btw, only helps you to create the "damp" effect on mouse movement. There's no bobbing or sway effect added to the weapon model upon...
Lissajous curve? I find it very strong and annoying. Some people use Perlin, but how can you use something "random" like perlin to get a good...
I'm trying to replicate this effect: [MEDIA] Right now, my weapon model is just attached to an Camera in Unity. It looks really really bad, like...
Has anyone managed to get this thing working on Unity 5?