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Weird issue with Blender animation running riot in Unity

Hi guys, I have imported a Blender created model with animations into Unity, and it is working fine except for one thing that seems completely screwed up. Here you can see what the animation looks like...

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How to combine mecanim and script based bone movement/animations?

Hi guys, I am strugling with a challenge for with I can't find a reasonable approach, even after reading tons of posts. It has to do with animating my blender created player model with mecanim **and**...

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Damp natural camera sway without a script - Is this possible?

Hi everybody, Does anybody know whether there' are components or something similar that can be used to "damp" movement of a transform, i.e. without having to script that "damping" by hand? Here's what...

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Can I use Animator.bodyPosition for modifying the colliders during an animation?

Hi everybody, I want to manipulate my player object's collider in realtime during a jump animation. I've read that this should best be done by using curves, but I am unsure whether this is possible in...

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Can Animator.MatchTarget and AvatarTarget be used for generic rigs?

Hi, I want to "MatchTarget" an animation to a target point using [Animator.MatchTarget][1] and [AvatarTarget][2], like this (according to the mecanim animation tutorial): var anim:Animator =...

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Where has the "GUI tutorial" gone?

Hi throughout the official scripting reference documentation, such as on the page for the [GUI][1] class, I am frequently stumbling across a link to a "GUI tutorial":...

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Is it reasonable to use OnBecameVisible for controlling animations, lights...

Hi everybody, I want to reduce performance overhead in my game. From the docs I've learned about using [OnBecameVisible][1] and [OnBecameInvisible][2] for enabling/disabling scripted behaviour...

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How to edit array/list property with custom PropertyDrawer?

This is not about custom inspectors for arrays/lists *in general* (I assume/hope that I already know how to do that). I am having a specifically weird behaviour only when using arrays/lists as *nested*...

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