Answer by MaDDoX
You'll need to set the FBX exporter to the 2009 format. You'll also need to make sure the 'animation' is set to on or else the skinned mesh weights won't even be exported. Does the model show correctly...
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Locomotion is quite finicky about where you place the scripts. Make sure you don't place it inside another folder other than the project's root 'assets' folder, or else you'll get that error.
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Just a little suggestion: try checking "bake animations" in the FBX import settings for your model. It has fixed multiple problems for me more than once, especially when you use some baking...
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Besides the above answer, it's important that, inside your main 3D application (Lightwave, Modo, Cinema4D, etc) your object has a material set to it that uses the UV map. If you don't there's a big...
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Your best bet there is simply overriding the animation (ie. in LateUpdate) with something to re-aim your arm to a desired target. I've done a half-baked script that allows me to do just that. Of course...
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I can confirm this bug is still happening in 3.1. It might be just an oversight, or the way Unity designed things. Apparently Unity only considers that an animation is "active" - for event checkings,...
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I haven't checked the files (sorry, in a hurry as usual..) but here are some hints for you to check out: 1 - Make sure you have BOTH UVs assigned to one or more materials before exporting. It can be as...
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I haven't checked the files (sorry, in a hurry as usual..) but here are some hints for you to check out: 1 - The same UV is apparently used for both textures. Make sure you have BOTH UVs assigned to...
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1) FBX. Not needed, but for auto-applying the textures in the Unity project, make sure to place all your textures in a "textures" subfolder of where you've placed the FBX file. I recommend using...
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From what I've gathered from RebelHill's solution to FBX exporting ("Understanding LW and FBX" at youtube), all you'd have to do is use joints instead of bones (there's a script to convert bones to...
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This issue was probably related to the usage of Visual Studio 2010 in older versions. I say "was" because the new 3.5 version properly supports VS2010 - meaning no more of that annoying "converting...
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I'd recommend you create a variable which's a list of your scriptable objects, then set this variable as dirty. It has worked for us in the past. GL!
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Use constraints, ie. a simple script attached to a gameobject that copies its properties to a 'target' object position/rotation/scale along time. The constrained object can then have as many complex...
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That's how we've worked it out in RageSpline. One line of code really :) Apparently we weren't succeeding before because we were assigning the mesh data to a variable before calling DestroyImmediate on...
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The angle is calculated counter-clockwise, based on the tangent of the provided float like Bunny83 said - so a simple Mathf.atan should suffice. If you're trying to emulate "step" tangents, you're out...
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Actually it's the opposite to what Loius said. The default values, as shown in the inspector, are local. Thus "transforming" mean changing to world and "inverse transforming" changing back to the...
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Try this code, it'll allow you to change text mesh color interactively during edit time, and (just to be picky) it won't change anything during play: using UnityEngine; [ExecuteInEditMode] public class...
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Maybe a silly question, but have you tried: trail.gameObject.GetComponent(ParticleEmitter); ?
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Just wanted to add that queues are more effective for Pools than Lists. Simply because you can enqueue / dequeue without making copies in memory, which flags the garbage collector - which's exactly...
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Hi. As for the RageSpline site, it's not an easy situation since the domain is property of the plugin original creator, which I've purchased and now maintain. I've been trading some e-mails with him...
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Try Claire's approach, with Foreach and such: https://www.youtube.com/watch?v=74Ph6y0rR-g It's pretty tiresome if you ask me, if not for the fact that the "new" approach is reflection-based - and...
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No, you always need an AnimationClip asset (on disk) to assign to the 'clip' field of the state.
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Set capture camera’s culling mask property to “Depth Only”, in your render to texture method (I use Unity Wiki’s async method) make sure to set the texture to 32 bits like so: RenderTexture rt = new...
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Make sure you didn't duplicate 'EventSystem' by mistake, that was my problem. Also check for any missing references in the Input Field's.. well, fields. :)
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For googlers around the world looking for this: http://answers.unity3d.com/questions/668077/how-do-i-add-multiple-tabs-to-an-editorwindow.html
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Did you try this? List> coroutines; When iterating, make sure to check the element for null before invoking the coroutine.
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@castor you can try something like the following - not literally, this is stripped from a class with other goals. It's a tad obnoxious (childState is not the same as a state?!?) but it's what the API...
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Try copying all lighting settings and make sure to assign your baked Lighting Data Asset (at lightmaps tab) in the loading scene - and any intermediate scenes - , that worked for me.
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Outstanding, best free SO inlining solution I found anywhere. I've fixed a minor button overlapping issue and turned it into a Unity package, to make it easier for others. Tested and working perfectly...
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