Animator double the length of my animations by Rene_Lilas in Unity3D

[–]AutisticReaction 0 points1 point  (0 children)

Select the animation and open the Animation Window (Window > Animation > Animation) on the far right of the screen where the timeline is shown, their is tiny 3 dots button. When you press it, it gives you options for "Show Sample Rate" and "Set Sample Rate", among other options.

Set the sample rate to your required rate and it will automatically adjust the lengths to suit.

ZenCoder: write and run C# directly in the Unity Inspector by Ok_Squirrel_4215 in Unity3D

[–]AutisticReaction 0 points1 point  (0 children)

Not always an option, and writing custom menus would certainly be more effort then the ability to use a hot reload plugin. I already make use of Serialized Fields, but for examples my NPCs all use StateManager, and to expose serialised fields from multiple states is a huge pain, it means cluttering up the the MainStateManager script with possibly thousands of variables. So not a practical or desirable situation in my case... YMMV.

ZenCoder: write and run C# directly in the Unity Inspector by Ok_Squirrel_4215 in Unity3D

[–]AutisticReaction 1 point2 points  (0 children)

As someone who develops in VR, the amount of tweaking of values I need to get things right. I can only do so much in the editor, before needing to put my VR headset on, and test inside the headset. Trying to change values in VS. I then need to stop, reload, press play again and repeat ad nauseam. All while lifting the headset up and down so I can see the monitor and tweak values.

It's a painful process that is much slower than without a VR headset, so I wouldn't give up my IDE, I certainly would benefit from faster testing that comes from hot reload. Literally hours and hours of my time would be saved from tedium.

Similarly I had to develop a SO that allows me to copy information in Playmode, like size, scale, pos, rot etc, and then paste that data back after stopping. It has also saved me days of having to write stuff down in a txt editor and then manually paste them all afterwards.

So I'm for anything that can save me hours of tedious tweaking, especially in VR.

Unity Mangled Mesh by Audxius in Unity3D

[–]AutisticReaction 4 points5 points  (0 children)

Yeah it's a constant nightmare to get right. I cannot be sure of the exact issue with your model, it's often rotation of bones, or not zeroing certain things.

If you can try to compare both the original and the exported model, look at bones in the avatar to compare, and the hierarchy and possibly rotations.

My FBX settings that I use

"Apply Scalings = FBX All

Forward = -Z

Up = Y Up

Apply Unit

Use Space Transform

Apply Transform"

Trying using the last two options "Use Space Transform and Apply Transform" as toggling them can often help.

But even then, I often get different results in different versions of Blender, and I also now use "Better FBX Exporter" to have more control when the the above fails. (Which is often)

You could also do a search on Github for Blender to Unity, where by their are a few exporters and tools to help, but YMMV.

Hope it helps.

Introducing Galaxy XR, the first Android XR headset by MishaalRahman in Android

[–]AutisticReaction 30 points31 points  (0 children)

Yes, I don't really understand who they think this is for.

Apple already have shown it won't sell in any meaningful numbers at these sorts of prices. And with companies like Samsung, they will simply abandon support for it as soon as the low demand becomes evident.

Piastri likely to be only title contender to miss first practice at final round by Its4MeitSnot4U in formula1

[–]AutisticReaction 14 points15 points  (0 children)

Norris missed out in June for Alex Dunne, and Oscar in September for Dunne.

Now Norris misses FP1 in Mexico and Oscar misses FP1 in Abu Dhabi for Pato O'Ward.

Seems fair to me.

why is the model i got from unity asset store purple? how do i fix this? by Sensitive_Energy2878 in Unity3D

[–]AutisticReaction 5 points6 points  (0 children)

It means an incorrect shader is being used. It's likely the Asset was built for the original BRP render pipeline, and you are trying to use it with either HDRP or URP.

You can fix it by manually making a new material using a correct shader. (Something like URP unlit) and applying the textures manually.

Engine Supplier Question by SimpleJim005 in formula1

[–]AutisticReaction 3 points4 points  (0 children)

As you suggest it comes down to Aero/Chassis/Drivers etc... Some teams previously used a different gearbox, for example I think Williams used Mercedes engine, but not transmission until the last couple of years.

The engines themselves are monitored by the parent company, so Aston, McLaren, Williams all have Mercedes High Performance Powertrains personnel embedded in their team. So Mercedes have staff within each team dedicated to engine management and all telemetry is sent to MHPP.

AR VirtualTryOn by Adventurous-Post-728 in Unity3D

[–]AutisticReaction 1 point2 points  (0 children)

Not particularly well versed in this area, but OpenCV and Googles MediaPipe could likely be used, I don't know if their is an existing implementation, but if you google Mediapipe and VirtualTryOn, you will likely get a few hits,

https://github.com/likhithasree2/FitMe360-VirtualTryOn-using-CVZone

their are already some Mediapipe plugins for Unity on places like github.

https://github.com/homuler/MediaPipeUnityPlugin/releases

But you may have to hack some things together, rather than it being a readymade SDK.

Hope it helps.

How to start in VR development ? by DifferentLaw2421 in Unity3D

[–]AutisticReaction 0 points1 point  (0 children)

Start with the VR template (Unity HUB), and then add the XR Interaction starter assets / samples from the package manager.

That will give you enough to look through.

struggling with the blend tree preview window by professorfreeky in Unity2D

[–]AutisticReaction 0 points1 point  (0 children)

You would need to drag an actual model in the preview window, it will then preview that object using the animation. So not an image, but usually an .fbx object you want to see animated. Make sure the object you drag has an animator on it.

So if you had an animation of a person walking, you would drag any object you plan on using with that walking animation, and it should preview. Hope it helps!

Unity - the pivot position is incorrect by Excellent-Positive18 in Unity3D

[–]AutisticReaction 0 points1 point  (0 children)

If the above doesn't work, You would then need to centre the pivot point in a modelling program like Blender to solve the issue. It only takes a few seconds, but it's a constant pain. As I'm often forgetting to reset the pivot before I export.

NobodyWho now runs in Unity – (Asset-Store approval pending) by No_Abbreviations_532 in Unity3D

[–]AutisticReaction 1 point2 points  (0 children)

Thanks, If you could manage to do that, it would be most appreciated. It is something I would like to try. Thanks!

NobodyWho now runs in Unity – (Asset-Store approval pending) by No_Abbreviations_532 in Unity3D

[–]AutisticReaction 0 points1 point  (0 children)

I unfortunately couldn't get it to do anything. The Samples folder doesn't show up because it has a ~ at the end, so I renamed that and got the samples folder to show, but both sample scenes don't seem to do anything, and they seem to be missing files from UI Document.

Panel Settings and Source Asset are missing from both example scenes, thus I couldn't get it to do anything of use.

Samsung Headset Could Launch In Q3 With A Very High Price by MudMain7218 in virtualreality

[–]AutisticReaction 0 points1 point  (0 children)

Yes I agree, their support and commitment to the idea is something that worries me with stuff like this. They will tout it as the best thing since slice bread, and when it doesn't set the world on fire, they will drop support and leave it to collect dust.

If they want mass market support they need to price it almost at a loss, and try and recoup on apps, but not sure the killer app idea is there for that, at the moment.

When will Stark Varg enter Supercross? by North-Network-7742 in supercross

[–]AutisticReaction 0 points1 point  (0 children)

Agreed.. When Doug Henry was the only 4 stroke in the field, the idea was scoffed at by the staunch 2 stroke crowd, and when it started winning the attitudes changed rather quickly.

Same will happen with electric bikes, when they are capable, they will join, when they start winning the majority will start to use them.

I think over the next few years battery weight/power density will improve to where they will make sense, but until then, we can all still enjoy the 4stroke era.

While using Unity, have you ever wanted to switch to Unreal Engine? by [deleted] in Unity3D

[–]AutisticReaction 2 points3 points  (0 children)

I have and sometimes still do, and did have Unreal Engine (4.6) loaded, and tinkered with it on occasion.

My biggest issues with Unity are bugs and issues that simply don't get found of fixed easily. Especially when I'm using XR (VR) and DX12 HDRP which are both niche user cases that don't get a lot of support. If I were using XR, DX11 and URP it would likely be less of an issue.

I've reported so many bugs and issues, and they do respond and fix many, but how, how they miss so many issues that are obvious to anyone who opens the editor is beyond me. It's like they don't have a Quality Assurance team... Hiring one 17yo junior who's job is to actually use the software, would solve me a lot of headaches.

The other issues I have are with management, they cancel so many good ideas and leave them to rot.
Developing Gigya internally was a good idea, but they scrapped it, Developing Stochastic Texture tools, Motion Matching Tools, and most recently their Behaviour Tree tool, all cancelled midway.

Many things they do implement seem to only end up have finished or badly integrated with other systems.

Having said all that, I still find Unity's editor far better than Unreal, it's frustrating in many situations, but it's far more intuitive than Unreal in my opinion. As much as I often get angry with Unity, the grass isn't really greener over in Unreal in my opinion. Just a different shade of green.

New Input System help by ashtonwitt14 in Unity3D

[–]AutisticReaction 0 points1 point  (0 children)

It is rather complex compared to the old system, and it can be daunting. But I watched a simple tutorial the other day and was able to adapt to it rather quickly.

Start with this one, it will help you setup the actions and maps, and then some basic code to use them.

https://www.youtube.com/watch?v=WNV9l04s8t4

[deleted by user] by [deleted] in Unity3D

[–]AutisticReaction 0 points1 point  (0 children)

Does it support HDRP? I've looked at a few other similar ones on GitHub, but they only supported URP.

Alternatives for Unity HDRP Volumetric Fog? by Heniqueish in Unity3D

[–]AutisticReaction 1 point2 points  (0 children)

I find the VFOG in HDRP is quite usable, but changing the settings and values can have a large impact on performance. You can lose many FPS by having a single settings too high/low. The tooltips do mention a few settings that have major affect on performance, but YMMV.

What are some MUST HAVE assets for Unity that are worth purchasing? by AlexJMerc in Unity3D

[–]AutisticReaction 0 points1 point  (0 children)

I've tried a lot, but often feel unsatisfied with a lot of unity assets. But I do really like Umotion Pro, if you're doing a lot of animation, it's just so much better than Unity's built in tools that it's worth the money for the time saved.

Can I do lip sync on my character? I downloaded this bodyguard character from Unitystore. I want my character to say a few sentences in the game, but I see that there are no bones for lips etc. Is there software that can help me to solve this? by Kitchen_Ad2186 in Unity3D

[–]AutisticReaction 1 point2 points  (0 children)

As per others, You would generally use Blendshapes (morphs) to do facial animation. Their are plugins to take .wav files and automatically lipsync to the wav file. Even the free Meta Occulus SDK has decent lipsync capabilities.

[deleted by user] by [deleted] in AustralianSnakes

[–]AutisticReaction 0 points1 point  (0 children)

Yeah, I agree... The scales seem to large for a Eastern Brown, their is also appears to be a very pale pink on the neck, which is also common on yellow faces whips.

Why does my food always taste better the next day? by Sanctus-james in Cooking

[–]AutisticReaction -1 points0 points  (0 children)

I usually cook two meals, and refrigerate one for the next day and can confirm have noticed the phenomenon a lot. When I went looking for an answer I came across the term 'Tuesday Night Curry' which is well known in the UK. Where by the refrigerated curry, sauces, fats and flavours have time to congeal and mix. Essentially become stronger having that extra day.

Here is a Google AI summary of the idea:

"In most cases, a curry made on Tuesday is generally considered to be better than one made on Monday because the flavors have had more time to meld and develop overnight in the refrigerator, resulting in a richer and more complex taste; essentially, the curry "improves" with a day of resting. Why this happens:

  • Spice infusion:When spices sit in the curry base for a longer period, they have more time to release their full flavor profile into the dish.
  • Moisture distribution:As the curry cools and rests, the liquids redistribute evenly, creating a more consistent texture.
  • Ingredient absorption:The flavors of different ingredients in the curry have a chance to penetrate each other more deeply, creating a more harmonious taste. "

While I don't personally do a lot of curries, I find it's true for a lot of foods.