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I confirm that it works with Water3, bigkahuna is right :)
Just assign to gameWater your Water3, and:
private float GetWaterLevel(float...
Just found this post. Here's mine:
Water3 again: did you notice that the transition between over-water and underwater is not right when the sea is anything but calm (i.e. perfect...
It was driving me nuts!
what happens if you parent your player to the ocean GO?
Sent you a pm
Yes, I was looking for a rope prefab, that's why I missed it. Thanks.
Now, if I set "Rope Type" to Mesh and set the Rope Material, the texture...
I made a donation - the least I could do - and I would recommend that everyone else using Jake's script do the same.
Jake, you mention about a "fully functioning 'mesh tube' rope type" (a long awaited feature for me ;) ), yet I see no such prefab (or example...
@_Slava: it sure looks pretty interesting!
But I can't go far enough without somebody killing me and here I am again in the beginning......
Merry Christmas Jake!
Thank you for your constant giving to the community.
Will report on the new rope script as soon as I try it.
Oh, that was it.
The Postprocess script didn't copy the .cur file (as expected).
I manually copied it in Application.dataPath and this fixed it....
Hey, thanks for this contribution.
However, the doc/pdf need to be corrected: the call to CursorPlugin.InitializeCursor...
To be more precise, Beast lightmapping does work with CombineChildren script.
The thing that doesn't work is CombineChildren script on Static...
Any luck with the wake issue? Did you find time to sort this out? If you released a demo project, I could possibly help with the trail renderer...
Pretty cool animals! Is it DAZ3D or something else?
The screenshots give a clue but it's not 100% clear what you're doing. Would you release a demo project with this once you have a particle emitter...
I must agree with bigkahuna, we need more details or a concrete example.
Well, based on quick tests, the new Blob Shadow (or Light)...
How come I've never thought of Projectors? I guess this is also a cheaper (fps wise) solution than rendertextures.
But of course, to...