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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
Prodigga, Is this allowed if the color interpolation inside the polyline is based on the index of the vertex? Or do you need distance based...
As you can see the performance of dynamic lines is pretty good now : 1000 dynamic lines with 10 vertex tooks about 1.5ms CPU...
Pervertex color and with attributes is not a problem for the shader, but it increases the size of the vertex buffer that is passed to the shader....
Ok, i got it.
Currently, polylines use the same width and color for all vertices. Are there any cases where each vertex inside polyline requires a...
You has 4 options -
1) Alembic Import
3) implement your own import pipeline using blendshapes
4) use my plugin VAT.
I plan to publish this on AS for free. At least for first version.
1)I have done acute angles solving. Now it act much correct than built-in line...
if you will facing with Alembic`s performance and compatibility issues then pay attention to my package VAT for import vertex animations.
You must use the Mesh Sequence Player to import particles, because this sequence does not have a constant number of vertices.
Seems like your combining tool generate garbage vertex weights.
There is an link to r20 .obj sequence exporter in video description .
seems like you need Timeline
Here is a editor plugin that transfers skinning data from one mesh to another. Rigging will remain unchanged. For example, if you create your own...
TY. I am not sure that my practice is the best way to do this, I present this as a research project.
Implemented closed splines
I suggest option 2.
This is an example of animated sails wich used blended vertex animation clips (except i use 3ds max for simulation )
Added corners interpolation with costant thickness
Here is gpu line renderer test for my upcoming editor tools. Seems mush faster than GL.lines ))
Candy-Wrapped joints can be fixed using regular unity`s skinning + twist / roll bones.
Multiply vertices by object space rotation matrix.
This is an example how manipulate mesh`s vertices and normals.
Add this script to empty GO,...