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only thing its missing is terrain culling, but I think its in the unity black box territory
you don't use Mathf anywhere else in your code ? what do you use to compress the data ?
that's great news! very excited for this system
I wanted to ask if its possible to send custom byte into your low level network library...
looks good, can't believe unity wasted money on Umbra's occlusion culling
when one guy made 2x better culling.. and open source
this is Umbra's...
Wow, I thought it was an image.. you really should upload to YouTube
its an amazing system if it works like in the GIF,
Bolt's Achilles heel is...
you should consider granting source access (in github) for ones with invoices
can't think of a reason why not.. just write some none sharing...
nice to see new network asset, haven't seen good one since fholm's days
in any case even if it can hold 100 players it will be impressive..
and btw the links from inside the microsplat material for the addons are broken
MicroSplatConfig corrupts the diff_tarrary's images with 'force crunch' mode
had any luck with that ?
do you recommend using easyroads on multiple terrains like (4 tiles x 1024)
or on one terrain full size (4096) ?
I'm asking because seems its...
didn't know you had a thread, great work on this asset!
does it works with terrains ? webgl ?
sure that's how the first asset gets posted, but after that most of the replies will be 'plz update, dead link, etc..'
they stop posting updates...
keep updating your asset none stop (optimize and update to newer unity versions)
people won't want to download the 'old & broken' asset
even just polygon + material parameters will be great, then we just repaint the new hair on our mesh
common scalp is maybe too hard with all the...
idea for feature, why not add save layer parameters into json/binary file
and load button so we can use the files in other layers to paint with...
if you support uma and blendshapes then didn't you found a way to support different mesh sizes ?
can I use the same hair for two different meshes (with different head size) at runtime?
Used to have this problem with UMA in WebGL on 2019.2.3f
seems unity strips away UMA's library index
to overcome this problem use this code:
I think gles 3.0 should be better, 2.0 is going extinct