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I like both.
The billboarded ones look a bit fuller and lusher, so for some typers of trees I would prefer them. Their leaves are a bit too dark...
The noise ratio surely has become much higher lately.
I simply don't have enough time to look through a ton of silly crap and not-on-topic...
Very nice already, with great detail.
Could use a more dramatic lighting setup to really shine, seems a bit flat lighting-wise.
I agree to what most people have said.
A good art style and love for details beats gimmicky effect usage any day.
Even if you desperately want...
Let's hope this new focus will finally make T3D more usable.
I have bought most of the Torque versions ever since the first release many years...
Judging from the "got it / haven't got it yet" postings with order dates there also seem to be some temporal anomalies along the way.
@Duke: (for your spreadsheet) ;)
I ordered march 30th and don't have it yet.
I added iPhone Pro on top April 16th though, so maybe I got bumped...
Regarding Duke's spreadsheet, I ordered march 30th and don't have it yet.
I added iPhone Pro on top April 16th though, so maybe I got bumped back...
Sounds like a good starting point for diving into the Smartfox side of things.
Will it be an authoritative implementation or a peer to peer one?
You could just run the game on the server as if it was a single player game, but taking control inputs from the clients and send the ball and...
I agree Discord, if you go authoritative, the main simulation should completely run on the server and the clients just show an (approximated)...
Even March isn't through yet, so I guess June is still a bit of a wait.
The glow bleeding and the flickering when the camera is moving certainly need some improvement.
Unity is behind the curve in this area, most...
What I learned from this thread is that many people prefer the "glass is half empty" approach. :)
The refraction shaders provide all you need for good looking glass. (coloring, bumped refraction, specular...)
That helps alot!
Thanks for the link.
You would normally use 3 relatively low res lightmaps and a normalmap.
Because of the high resolution of the tiled normalmap, the lower...