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It is possible?
If yes, how i can achive this?
thx for suppor
Ok, i have.
If i need use skeletal controller and cursor, Cursor must be the first script.
Sorry but this is not proper Tone mapping, proper will be somthing like:dynamic hdr + tone mapping in one.
Like in other engines - postprocess.
Hi, i have one question:
when i`am using NiteCursor&NiteCursorVisualizer - i hae good hand tracking, but when i also enable OpenNiUserTracker - i...
Hi, unity3d 3.4 have problem with openni wrapper?
I can`t run it on this version, any one have this same problem??
Thx for info, i hope they will ASAP :P
Hi, i have problem with qar, i cat run app with this on android 3.x, when i use unity3d 3.3 i had fatal error, and witch unity 3.4 also fatal...
Iam waiting, now on this screen You have seen FXAA, this is very bad sollution.
Yes, i know. But tis is only for test purpose
http://dl.dropbox.com/u/1015844/deffered.jpg - deffered no AA
http://dl.dropbox.com/u/1015844/forward.jpg - forward AA
this 2 images are from...
Video for "Cool images for the Unity3d.com gallery" not for good projects or something.
Your project is very cool but it is for all users - and...
You are wrong. For that problems is one good solution: AA. I was tried this same scene with forward rendering and AA and it was good line...
I fully agree, The Wither 2 also have good AA and deffered Rendering... also they have ubersampling.
Heh, on this screenshot i`am using: AAx16 but deffered rendering, on forward i was this same problem.
Unfortunetly this lines are geometry,...
I know this, but many engines have some algorithms to prevent shreddering.
This is possibe to render thin lines or not render them at all when...
Maybe not, but some better buildin solution is necessary.
Now we have very... very bad solution... Unity have problem with far objects, this is...
Hmmm material based glow shader... i think this is far beyond imagination of many people heare.
Iam also serch for somthink like this... in UKD...
For me... it is more important to have DX10 or DX11 in Unity to have AntyAliasing in deffered rendering.
Maybe in Unity3D - 3.4???