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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
This was a dumb mistake, I believe I just had to put the methods outside of the void method
LWRP does not generate a DepthNormals texture however you can customize the rendering pipeline to generate it for you.
I was trying to write a custom function node but I'm getting syntax errors.
void Outline_float(float4 ScreenPos, float4 Color, Texture2D...
I do this in shader graph in this tutorial. https://alexanderameye.github.io/toon-shading/index.html
Has anyone attemped to make customize LWRP to generate a depth+normals texture?
In this tutorial I mention a way to get light direction/color/attenuation in LWRP shader graph....
This project is definitely not at the top of my priority list but tomorrow I'll take a look at making it work with 2019.x.
Should work with Unity 2017 yes, I'm not sure if it works with Unity 2019 though, will check this all this summer :)
Ah I just see there is a pull request, was that you? I'll take a look at it next month because I have a lot of work right now.
Hey! So the issue was fixed? I edited the main post as well as the github page mentioning the colliders.
Doors+ V1.3.0 Released
The V1.3.0 update has been released!
Main new features
Improved, modular system
Improved door hierarchy setup...
Key systems are for a future version. You can find the current roadmap here....
I will take a look at it and merge later this evening!
Hm I'm not too sure. What happens if you add a box collider instead of a mesh collider to the object you want to paint on?
V1.3.0 Coming Soon!
I'm currently testing V1.3.0. I'm hoping to push the version to the asset store soon!
I answered this through email but for other people wanting this functionality, here is the explanation.
In the DoorTrigger.cs script around line...
There is now a basic documentation available. It is still a work in progress and I will improve it some more with pictures in the future....
I'm not sure what's causing the painting surface issue and for the moment I can't really give you an answer. I'm a bit short on time but I'll try...