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could suggest them to "grab" this developer/system, until SRP's are "ready"..? (same way like they did for missing networking > MLAPI, missing...
you have that vertices array, can modify the values, then assign to mesh again.
can do those calculations in a separate thread. (so main thread doesn't hang). or could use the new unity job system/DOTS for that (probably much...
can make quad mesh, so you can manually move those 4 vertices anywhere: https://docs.unity3d.com/Manual/Example-CreatingaBillboardPlane.html [ATTACH]
other random ideas - still use the particle collision in main particle system, and spawn sub particles (to penetrate) from collision point.. *but...
just adding reference, The parkour game is coming soon, page tells about their mechanics too...
is it hitting something thought? (try print hit.transform.name)
i'd think this part fails, since it hasnt done the hit result yet? try if you put it before the debug.log line && hit.transform.CompareTag("Player")
can save page as.. in browser (complete web page), but then need to cleanup the html from any unity site references.. could also just copy &...
Unity seems to keep investing on random webinar platforms, this time its from https://www.on24.com/ (which apparently costs +10-50k usd or more..)...
yes, these formats are supported at runtime (there is separate runtimeviewer.cs, and example scene for it)...
ended up here again, using 2018.4.30f1 + Oculus plugin 23.1. in locomotion scene, teleport is not working (shows red line), solution was: -...
could be nice to have this in github or something, so can +1 already submitted ideas (instead of probably submitting already listed ideas)
thats how i used it also.. parsing the manifest to get hash (this was few years ago, not sure if still valid)...
didnt find any simple examples around, but the idea is here create array of Particles, set their positions, then set them to particle system...
create single mesh with 65k points, so you need multiple meshes. by "mesh" i don't mean triangulated or reconstructed mesh, but it just serves as...
ok, then you don't really need pcx for that (well can look for reference how to build point meshes and possibly shaders). possible ideas for it:...
convert .xyz to .ply, using MeshLab or CloudCompare or other external tools. (or add xyz parser for pcx, its simple ascii format so its easy to...
is the prop basically 0-255 value, for example to pick color from gradient? if you use pcx, i think it supports converting to mesh, so that works...
and maybe just needs antialias: https://docs.unity3d.com/2018.2/Documentation/Manual/PostProcessing-Antialiasing.html