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@MelvMay good to hear, look forward to trying it.
Unity are working on native 2D support for NavMesh, not limited to TileMap2d. I think we all here are super excited for this.
Hello everyone. After successfully compiling an empty project with a single scene with a few sprite renderers I am getting this error Assertion...
Hello there. After successful compilation of my game targeting WebGL I am getting these errors in browser console when trying to run the build....
agent = GetComponent<NavMeshAgent>();
agent.updateUpAxis = false;
This might help.
It is controlled by NavMeshAgent; play with these fields
Do you mean the gaps around the walls are too large?
As indicated by name, sprite mask takes a sprite as mask shape. I need to use tilemap as mask shape instead.
Hello. Is it possible to use tilemap as a mask? Say I have a particle effect and want it to be visible only behind tiles.
Indeed! Using the master node works, thank you very much.
Tried the package, works great. I have a question. For a sprite renderer to be affected by the light it has to contain the sprite-lit-default...
Hello. So I have a shader that radially fills texture over 360 degrees. The texture I use is in multiple sprite mode, specifically there are 2...
Alright then, I will stick with vhman's solution since it works perfectly for me. Good luck with Devils of the Sea!
Do you think the fact that I use 2019.1 beta could cause an issue?
Also, try it with non-rectangular tiles.
Sure, I'll set up a small demo over the weekend. Thank you for the effort.
@Sharlatan Have you tried to build tilemap geometry using assets in cavern.zip I sent a few posts above?
Did you only change Area Type to Walkable, or there was some more work?
Could you clarify how the 3rd would be partially supported?
Does the 3rd task mean that we would no longer need to attach area modifier to the tilemap? And does the 4th one mean that it would be possible to...