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The project has 1000+ of man-hours or more. And I have only 10h in a month)
So navmesh plus is about mesh generation of...
Back to you @SuperFranTV,
I'm not experienced Unity dev, so I'm in struggle to understand use cases.
Can you share print screen or sample scene...
Recently burned my CPU. But now I'm back)
Made commit Add height override for Isometric Z as Y Tilemap, so even if tilemaps has Z value, you...
Give me more details. You want have multiple navmeshes? Or to bake only the certain layer of tilemap?
Describe what you want to...
It seems VS2019 + Unity 2019.1 do that out of box
Just to confirm, it works with 2019.1
Look at https://github.com/Unity-Technologies/2d-pixel-perfect they have Xtras/Custom Canvas Scaler/
Or if it part of camera overlay,...
As you see m_Camera.pixelRect has not only size but also center. So my code looks like
var PPUScale =...
Hi @yuanxing_cai ,
Component is great! I really waiting it to work with Cinemamachine!
While I'm want to use "2D Pixel Perfect", I cannot figure...
Yes, that works.
Sorry, that is clearly pointed in documentation.
Hi @Gregoryl, many thanks for this update. It is great!
But imagine situation when you have base scene with the camera and vcam, you loading new...
If you are looking for collision event, I think its very straight forward to use composite collider on tilemap and other collider on agent....
Added flag "Tilemap Compress Bounds"
I'm not a game dev, and not Unity expert, and didn't made benchmarks, and navmesh is unity core feature. I made proof of concept, and still...
@juanitogan, yes, it will not generate navmesh form collider polygons. It is for tilemaps and sprite's meshes.
Thank you @TSabos for feedback.
As far as I know there is an issue described here that is very annoying. All other is design flaws without right...
Just finished reading this post https://blogs.unity3d.com/2019/03/18/isometric-2d-environments-with-tilemap/
So I added those...
Known issue. Now it using Tilemap as world bounds, and when palette or painting instrument selected, Unity extends Tilemap when you move...
Z anchor still elevates tiles, so their position is not flash with NavMesh as required. It would be difficult to implement and handle it with...
Oh, I didn't saw the "Objects" is also tilemap tiles. The problem can be in Z axis. All maps should be flash to mavmesh, like (x: *, y: *, z: 0)....