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Update. I shut the project down loaded a saved version and reattached the scripts it seems to work fine as long as I use mechanim not the python...
Hi Tore, just bought realistic eye movement but am having a problem. I am using the DK2 and am using the eyes on another character. However,...
Hi Quartz, I have found the following the best way to import from blender. One, make sure your avatar's rotation and translation is set to 0,0,0....
Solved. Changed from to raycast and called using Physics.Raycast (CameraFacing.transform.position, CameraFacing.transform.rotation *...
Can't see to get RayCasting to work from the Rift. I have created a cube and added the following script using the OVR CenterEyeAnchor as...
Update. Have rolled back to previous OVR version and project works fine.
Have posted this topic in the Oculus forums as well. Have just installed the new Oculus 5.0.1-beta and my Unity project is crashing when I run it...
Thank you both for posting. I did as you suggested Medhue and set all object rotations to 0 but the same error occurred. Things have improved...
Dantus, thank you. This seems to have sorted out the problems. Really appreciate your help. :)
I set keyframes for all animated bones in the first frame but not for non animated bones. Do I need to set keframes for every bone?
Thank you medhue for the suggestion the rig was rotated but, having set all rotations to 0 the same effect occures.
Quick update, I rotated my model so it faces Z+ but the problem is the same, also have noticed that Mechanim uses the ORG, not DEF or MCH bones,...
Blender animations to Unity 5.x problems Hi I am pretty new to the mechanim side of Unity and am having some major problems and after four days...
Error gone much appreicated
Thank you. Will try that.
Hi, first time posting on the forums. I know the NullReferenceException error is an oldie and I have google searched the forums but I as far I...