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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
Working vs not working is also a thing. Best way vs not best way is also subjective and circumstantial.
At any rate. Its definitely one...
Then enlighten us with the best way...?
In fact, its a very common and correct way of handling things like this (though not the only way)
Screens dont just magically have collision boundaries. Also... What do you mean 'around your player'...
Are you using a rigid body?
What results did you expect by slowing time down...?
TerrainData td = GetComponent<Terrain>().terrainData;
Float[,] heightmap = td.GetHeights(td.heightmapWidth, td.heightmapHeight);
//Do some stuff...
It looks as if you have no normals applied, no occ, height, nothing. So yea, smugly. Also.. i damn near died when i saw that directory.... :P
Does this do real time lighting?
Im looking for something that can bake lightmap at runtime... Or if not bake... At least look much much better...
Just multiply the movement by the increased scale? Im thinking?...
Just wrap your controls in a if(!dead)
Hi. Really pretty new to all the artsy fancy side of visual stuff. My question is not so much about this asset, but lightmapping itself.
... Good question. :p
Yup. Possible. But Nearly incoherent if the game is anything more then a "start game" button. :p
^^ pretty much. Too many unknowns with provided info. Gl.
Try tweaking the bias values on your light in the inspector. Real small adjustemnts.
Completely normal. Carry on. :D
Im prolly wrong... But i thought i read somewhere about unity answers being phased out?