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Here is a new video showing the gameplay in some levels where you can work on all sides.
This week I made a new effect allowing the player to walk on spheres (or walls).
I called it "The little prince" effect ^^
The gameplay is pretty simple: the character cannot jump, and he needs to gather 5 stars in each level. Each star is like a small puzzle as you...
I've been working on this new projects for a few weeks.
As the title says, it's inspired from Captain Toad on Wii U, as I always thought...
I need to use 2 post effects on my camera, one is with DepthTextureMode.Depth and the other with DepthTextureMode.DepthNormals.
Actually I found the problem: on big maps, when I set "Set Destination" to 2 navMesh Agent, the agents don't move if the navmesh iteration is set...
I was under the impression that, in the previous versions of Unity, even if the destination was outside of a navmesh then the agent would go...
That could be a solution yes. but I think there's a mistake in my equation, because when I don't add the "height", the visible pixels are right...
I'm working on implementing a shadow mapping solution, which I'm using as a "line of sight". I basically use the same technic as shadow...
I purchased the plugin, but I have a problem: I would need to represent the filed of view in "3D".
See the example on the screenshot: the top of...
I spoke with @Ippokratis by PM and he implanted the silhouetting, it seems to work as expected on the screenshots he sent me. I didn't have time...
I had another look at Commandos, and it seems that they used different technics depending on the game:
- Commando 1 & 2: the game is in 3d...
Would your plugin allow to do such an effect, with a cone of sight on several heights?
I'm not sure to understand the approach with a camera per object. Could you please elaborate?
Actually, what do you think about this:
- create a mesh, in the shape of a triangle
- make a shader that renders only the intersection with other...
I managed to do the effect when everything is on the same level, with a mesh I create at runtime with raycast, but my problem is when the heights...
5 years later, did anybody managed to do this effect?
Do those shaders have an option for occlusion, to appear behind objects? (silhouette, rim, etc.)
I would need to detect if a path is going to use an offmesh link. How can I do this?
The only way I see so far is to keep all the...
I think I found something:
- if I put this code in an Enumerator, that does not work.... why??
- If I put it in Update(), it seems to work