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a modern similar take on that fake-physics topic could be ThumbDrift (mobile).
I don't think they used any physic-engine (physx) at all
It's (still?) the same in 2017 LTS. Can you give me a link to (one of your :rolleyes:) bug reports @TwiiK ?
much appreciated thank you
According to this thread (https://forum.unity.com/threads/unity-and-macos-10-13-high-sierra.474527/) 2017.1.1p3 works on APFS and it does not...
fine, Richard. thank you
inserting 1 bacon.
is issue 971056 https://issuetracker.unity3d.com/issues/ios-rigidbody-interpolation-causes-objects-to-jitter fixed in LTS now? I...
You forgot the other part? The idea part.
Still waiting for this to be fixed in LTS :confused::(
Can people confirm that atleast in 2018.2 the fix does actually work? thanks
Did you forget something?
I never developed anything like this (tire (deform.) simulation)
There are a lot of different solutions out there (asset store). Choosing a/any...
I did not continue working on this (as an asset) for various reasons. There is no plan to release something like it in the next months - I...
Texture. Like I said, just take a look at the asset. :)
1 Unit = 1 meter.
It simply does not work using a different "scale", so the whole world can be "larger".
Floating POINT imprecision
PM me, offering lessons (via skype) for ~250$ / hr.
I know everything about car mechanics.
Those are fake. I took a model from a Beffio Asset (search Car Paint Pro on the Asset Store)
I would like to share what I achieved after 3-4 hours of playing around. Thanks for this :)
Works like a charm
OP, you wanted a starting point:
when modeling your cars, I would suggest to target for a number of 15k to 25k polygons (triangles!!).
Okay. But Cities: Skylines isn't a small game.
Let me put it this way: You don't need mod support in your first game - you just don't and it is...
Then Unity isn't your tool of choice.
In your other thread you said '50k polygons' - Do you consider this low poly?
I am getting old...