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OOHHH YESS BABY! You are amazing, the DirectX shader attribute for early Depth + Stencil did the trick indeed! I can use my fragment shader now as...
Regarding the second render texture approach, I do not get any fragment return response (in the target texture) from the Visibility shader once I...
yes I have used a Target Texture with 24bit depth buffer already (as shown in the inspector pic) as I figured already it could be a problem when...
yes, you are absolutely correct with what I am trying to do. I am trying to achieve the result with the suggested prior DepthPass and...
Hi, I have a fragment shader and a compute buffer, which stores idealy ONLY visible polygonIDs in my current view (Visibility Pass). Afterwards,...
hey there, I have a Skeleton Hand here which consists of a fingers where each finger has 3 discrete capsule colliders to model the bones. What I...
Could moderators please delete this question? Gladly, I could finally found the (sneaky) issue and it was not related to PhysiX at all.
hey there, Setup: I have a rigidbody (non-kinematic) hand skeleton consisting of capsule colliders to model the actual bones. I have already...
Hey, Maybe the Default Contact Offset in PhysicsManager is not suitable for your scale? Did you try different values already?
oh god yeah Baby, I finally found the issue! Appearantly the PhysicsManager.DefaultContactOffset was too high for my scale. The Default contact...
This may be an interesting Point, Sir! The bone colliders are from a periphery sensor (Leap Motion) and are entirely kinematically driven. So...
yeah the Objects are around real world scale. 1 unit in Unity is 1 meter. The Hand Skeletons match real Hands scale and thus the cubes are around...
I have found another thread[1], where the Problem between Frame rendering (Update()) and physics cycle (FixedUpdate()) is pointed out. It seems...
okay, I have cut out my skeleton bones from the "equation" as a possible "error variable", since I now did collision Tests with simple Unity cubes...
Interestingly, I attached the OnTriggerEnter() Event aswell and let the Cube fire a trigger Event, instead of a collision Event and it seems...
hi again, Wow first of all many thanks for your fast replies! Yeah the margin should not be a Problem, since the Picture is visualizing the...
hey, I am having a Hand Skeleton here consisting of 1 box and several capsule colliders for the finger bones. Those colliders all have a...