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To make the example very basic, I have: public override void OnEpisodeBegin() { rBody.angularVelocity = Vector3.zero;...
Yes, I implemented this method myself some time ago. I used a floodfill algorithm. The thing is, that it seems to be possible without it. (see the...
Okay so unfortunately it's not possible to do this effect exactly like he did? Can you imagine how he did it? Will it be possible some other time?...
What I forgot to ask: I have procedural generated terrain. It seems like I would have to put a SFPolygon to my terrain. Is there a way to generate...
Hello! It's nice to find a 2D Light solution that is still actively developed! I am considering to buy this asset, but I have to make sure it...
Well, we find out when it's released. Aren't there unity betas with this feature yet? And back to topic, do you have any advice on how I would...
Thank you, I didn't know that. I watched the keynote and indeed there are some cool features. But the main problem I see is that they won't help...
Hey guys, so I'm trying to develop a Tile "engine" for a rather long time now. It's a project I always come back to but never get further than a...
That works great thanks. And it totally makes sense ;) You just missed a uniform float _LightRange, in case someone else uses the code. I'm not...
Unfortunately it still doesn't work. I generated my texture with gimp. Transparent background and a circular gradient from white to transparent....
Okay what I get is [IMG] with this code Shader "Custom/PointLight" { Properties { _Color ("Color", Color) = (1,1,1,1)...
Sorry for the late answer. And thanks, now it works. [IMG] The problem now is that my shader doesn't support alpha transparency. So with my...
Okay so now I have this: Shader "Custom/PointLight" { Properties { //_Color ("Color", Color) = (1,1,1,1) //_LightPosition...
Thank you for your answer. Since I have very limited shader knowledge, I still don't know how to do it. Just to show you that I'm trying :D...
Hello! I asked this question on Unity Answers but didn't get any response. Anyway this is what I want to do: I have the basic lighting-mesh...
Hello! I'm quite experienced with normal tilemaps and terrain generation. Currently I'm building my games roughly like this: One array for all...
I know it's an old topic but did you finally get it to work?
That's not fixing it I'm afraid. Maybe this isn't the way to do this in my game...
I would recommend using rigidbody2d.velocity = dir * maxSpeed; or something like this.
vertexColors.Add(new Color32((byte)(17 * lightEmission), (byte)(17 * lightEmission), (byte)(17 * lightEmission), 255));...