A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
You know why this limit was imposed on DrawMeshInstanced ?
You will code your game entierly on GPU, including collisions, effects, etc...?
What was this limit of 1023 you were talking about ?
Have you check how many batch you have with your differents setups ?
I understood what I meant, it's the fact that one DrawProcedural call DrawInstanced and DrawInstanced call another DrawInstanced... :D
That's confusing !
I don't know the differences between theses functions except the fact that DrawMesh/DrawMeshInstanced support shadows and DrawProcedural does not....
I'm not sure DrawProcedural support instancing since it doesn't even support shadows... Why are you using a ComputeBuffer ?
On the Unity Roadmap, .NET 4.6 is still in Research, I'm quite surprised to see that.
I don't know MagicaVoxel or Qubicle but to me, there is simply a small gap between your faces.
Unity 5.6 beta have open access to real-time nav mesh modification / creation....
I'm very near to a deadline at work, I don't have much time to help you but you should create an UnityPackage, it will be much more easy for me or...
Patience my friend, everything in its time.
Unity 5.6b9 was released only 4 days ago and a new graphic API is a lot of works.
Unity 5.6 final is...
Every camera have his own depthbuffer and it will not be shared indeed.
As found here: http://stackoverflow.com/questions/7367770/how-to-flatten-or-index-3d-array-in-1d-array
x + WIDTH * (y + DEPTH * z)
The MovePosition function literally teleport your rigidbody to the position you want but takes care of the colliders around him to modify the...
I'm not sure to understand what you are trying to do but what about a StructuredBuffer ?
With that you send anything to your shader.
playerMove.velocity = movement;
playerPos.position = playerMove.position;
if(movement.magnitude > 0)
playerModel.rotation = Quaternion.LookRotation(movement);
You may probably need to retrieve the velocity of your character and use his Y velocity axis to trigger another falling animation overriding the...
I guess it's a personal choice but I would not use wheel colliders and keep something cheap & simple matching my exact needs.
If you want to add...