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Well that's a bad approach to move your platforms instead of your ball. You are moving X objects when you could only move one.
I don't think Unity will keep a texture assigned to a shader as a default value in build but a material will keep the reference to your texture...
I don't know if unity already support Vulkan with OpenVR, I don't see anything about that on the web, just "Windows Standalone".
Have you tried...
How I would have done it: (NOT TESTED)
fixed4 frag (v2f i) : SV_Target
// Using a gray texture, black is -1, middle grey is...
I don't really know why your effect is flipped horizontally but have a look at this:...
Assuming you choose when you jump, you keep an offset if you jump too late:
When you jump, you should always aim the center depth of the next...
It is difficult for me to debug this without having the effect in front of me.
You should take a look at post-processes displacements...
I understand it could be helpful to have some example like this to learn how it work.
But it is a very simple game and you should indeed learn...
If you add the Effects package from the engine, the Post FX "Edge detection" have changed a lot. I suggest you to give it a shot.
Tarion Linster - Tyrion Lannister - The dwarf using elegant sentences to rip his foes.
Challenge accepted ?
When you import something from the asset store it become part of your current projects and you can find it in your Assets/ folder.
for(int i = 0; i < other.contacts.Length; ++i)
if(other.contacts[i].point.y < threshhold)
// Do stuff
Yes. Change the near clip plane value on your camera component.
Your camera see within a range.
It see nothing past the far clip plane value and...
Well, I don't know your needs for your project but if it work...
I believe renderer.material may be declared like that in Renderer as well as...
It's caused by the near range of your camera component.
Yes, static keyword is not const keyword.
A static var is just like a regular var but it share the same value for all instances of his class.
sharedMaterials return the materials you have created in your Assets/
materials return a new instance of it automatically.
I'm not sure but...
You should use the keyword static then
It's quite possible to have a nice rendering with dynamic lighting combined with precomputed realtime GI with decent perf on desktop.
I dit it...