As you can see in the video, my running animation looks weird. My character runs forward alright, but the animation looks off (like it's constantly resetting).
I have tried everything (from using different run animations, to disabling root motion like some people have suggested), but nothing seems to work. Please help me solve this issue.
Here's the video
If you are using animations from mixamo you should select "In Place" option before downloading it.
Related
hello iam using a blendspace to make an animation the blend space repeats itself from the start as shown
and when i try to run the player animation bugs and starts from start as shown
what should i do?
link videos below
https://drive.google.com/file/d/1g3W7U5u5kLqCVigjUavMNUBOiYsq-Mf2/view?usp=sharing
https://drive.google.com/file/d/1fRsgRCJmd8_9k2X7MlUuz524gpFXQL8A/view?usp=sharing
nothing i don't know what to do
The problem could be the way you imported animation. If you download animations from website like mixamo.com and you don't want it to loop, make sure you check "In place" option.
I had accomplished it somehow once before but since resetting my computer I can't figure out how to do it (I don't even know if I used autohotkey the first time but it seems to be my only choice now.)
So I'd like, when watching videos in VLC media player, that when I scroll up the video plays faster, and vice versa.
So far I've tried:
WheelUp::NumpadAdd
WheelDown::NumpadSub
while disabling the existing scroll functions in VLC, to no effect. Please advise :)
Nevermind I forgot to simply reload the actual script I was adding onto. It works just fine lol
keeping this up incase it helps anyone else out! :3c
The Problem: when running a unity build in Bluestacks you get a black screen. The only solution I have found for it is to disable "OptimzedFramePacing" in PayerSettings when building which fixes the blackscreen, but causes another problem, which is: on android your game gets a little jittery.
I use unity 2020.3.33f1. tested on Bluestacks 5.3 and 5.8
I have tried with empty project with only a few rigidbody2d falling and result is the same.
in the last few days i have searched and read all the topics about this, which are very few considering it looks like a big issue!
Things I have tried but failed:
-fixing bluestack black screen by any other ways. (blitType, Custom main manifest, Changing Graphic API)
-changing OptimzedFramePacing only if we run in bluestack, which is impossible because OptimzedFramePacing can not be set at runtime.
I know OptimzedFramePacing=false should result in a little jitter. is there a way to fix bluestacks blackscreen and keep OptimzedFramePacing=true?
or any other solution?
I really appreciate if anyone can help me with this.
Thank you.
I looking into similar threads with this issue and sadly my issue is not being resolved how theirs was. I have a sprite that when it is collected a sound is played. As soon as the game starts any audio I attach is playing. I have deleted the sprite and remade it and the issue is still the same, however for my 7 other sprites there is no issue.
Does anyone know why this may be an issue?
If needed i can supply code however i don't think it is a code based issue
I had the same issue, old post but I didn't see my solution anywhere else. I found that the default script in the audio source game object was playing the clip in the start method. By commenting this out, I was able to stop it from playing when the game was started.
There is a chance that your audio source has a box named "Play On Awake" ticked.
I was looking for the same answer, as my audio sources also played when starting the game. After reading this question, somehow I realized there was a box ticked which I didn't bother looking over.
If your box is not ticked, then try writing in the Start method:
this.yourAudioSource.playOnAwake = false;
Am working on taking snap from my device camera. The front camera is working good,but the rear camera is not upto the mark. It is showing upside down. I donno why it is behaving strange.
Can anyone help me out.
Cheers!!
It's difficult to come up with a simple answer for your problem, this depends on wether you run it on iOS and Android. In general you need to adjust ( rotate and flip ) the resulting image based on the mirror and rotate value in the WebCamTexture.
There is a toolkit available that help you with solving some of these issues that you can take a look at. It's called Camera Capture Kit and is available on the assetstore ( https://www.assetstore.unity3d.com/en/#!/content/56673 ) - since the source is included for both iOS and Android it might be a good foundation for helping you tweak and solve your issue in your game or maybe it will just be a plug'n'play solution for your needs. It might let you save literally weeks in the long run since there is a lot of tweaking to get camera capturing right in Unity. Furthermore there is a functionality available to enable and disable flash light which might come in handy as well.
There is also a demo app included which is quite similar to what you have already been doing on your screens.
Cheers!