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It is very old but here the link.
- Lux Water (not included)
- MicroSplat (free asset)
- Dnk_Dev HQ Rock Pack Free (free asset )
The new name is "Invector_Shooter_Inventory&HipFire" ;)
I'm using the aura in my latest VR project and discovered that "Enable Shadows" does not work in single pass rendering mode.(unity 2019.2.12-...
Maybe not at 100% but in my project it's going great;)...exept projection of course:(.
foam and normal projectors are not compatible to VR or maybe i'm doing something wrong in the setup?
Tested on: PC, Oculus...
I can't because it is part of another (not free) asset but you can search on the web something to start with.
Like this one for example.;)
You have to replace the texture in the water foam projector and play a little bit with the particle settings. I started from the default one.
You can find similar setup in the demo scenes "04 LuxWater Water Projectors Demo"
This kit is very promising!
I just wonder why all the demo configurations are scaled up.
All the props, weapons and character...
Playing a little bit with water interaction ... awesome result with only two particles (normal and foam).
Finally I got a new project which looks perfect to be integrated with Lux Water... always amazing water shader! ;)
I would like to replace my static ropes (my last ancient ship project) with Filo and Obi Rope and now I'm playing with it.
With Filo I...
Yes, Final IK is great but it's a bit tricky to configure it in a stick locomotion movement. (more suitable for Full body tracking/Teleporting).
I'm looking for something like this.
Some whishes (long desired and never seen all in a single asset):
- full arms, upper/full...
The post is by Invector but reports a Malbers video about his integration.
The content of the post is "Malbers official video tutorial"
The HAP integration is not provided directly by Invector but by Malbers ;)
your asset looks very promising.
I'm look forward to the VR mode! (I haven't seen a good first person full body VR implementation...
Hey Pärtel, since your Leap Motion is dead do you think would be possible to adapt the idea to match the new SteamVR Skeletal input? In this way...