Search Issue Tracker
Fixed in 5.0.1
Votes
0
Found in
5.0.0b21
Issue ID
665452
Regression
No
Content issues in Mecanim FAQ
Content issues in Mecanim FAQ
Unity 5.0.0b21/Editor/Data/Documentation/en/Manual/MecanimFAQ.html
"We are using the legacy animation system for character animations. Should we be using Mecanim instead?
Mecanim is the main animation technology that will be used and developed by Unity from now on. The legacy system will not be updated significantly."
The question is not really answered. Give a decisive answer such as the answer given in section on Legacy animation system:
“Prior to the introduction of Mecanim, Unity used its own animation system and for backward compatiblity, this system is still available. The main reason for using legacy animation is to continue working with an old project without the work of updating it for Mecanim. However, it is not recommended that you use the legacy system for new projects.”
"Is there a way to create AvatarIKGoals other than LeftFoot, RightFoot, LeftHand, RightHand?
This feature is planned for a future release."
We now have also the knee and elbow IK in 5.0
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on JobQueue::HasJobGroupIDCompleted when closing the Editor while in Play mode on a specific project
- In "Preferences" section the “SpriteShape” menu item, the details page title “SpriteShape”, and “ControlPoint” entries are displayed as code strings rather than formatted UI strings
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
- Persistent Memory Leak when reloading domain and using Distance-based Ghost Importance
- HDRP project doesn't render in standalone player when using High stripping
Add comment