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Here is some more going beyond whats intended and combing multiple asset packs: The siege workshop. Would be cool to have some sort of medieval...
I don't think this would work as I've also used some parts not from the exteriors kit (also the asset is merged as one mesh for faster performance...
Update on the church: [ATTACH] The windows worked out perfectly! Here is another cool thing we did with the exteriors kit: The bakery
Glad to hear that, sometimes I feel like I'm just barely scratching the potential of your pack! So many options..
Oh that's awesome, now I see how they fit together. Any chance to get a stone version of "fi_vil_roof_half_corner_outside" btw? I am currently...
Village Exterior Kit. I would like to use "fe_vil_cc_cathwinfrm03a" from CathWinFrm but with a glass inside. Unfortunately there is no prefab...
First of all great pack, we really appreciate it. Second, is there a way to use the cathedral windows 3 & 4 with glass? The glass shapes do not...
Would be nice to have a sample character. We are thinking about buying Ubrin but at such a high price we would like to test a sample character...
Hey jbooth, just wanted to let you know that my tessellation crash is gone in 0.97 as far as I can tell. I'm running GTX 680 & 5.4.1f1. Great job,...
Thanks for your help, I tried not filling the complete road square (before I was filling the full 4*4) and i think i can work with that. Just had...
A blend is not a problem for us, if it only would not overreach the Tile by so much it would be fine for our use: [ATTACH] I feel like other...
The in-game road painter sets both top and bottom texture to the road texture. Height map as in normal map? This is the road normal map:...
Could you add a way to have textures snap to grid (maybe per texture property)? We have the following issue: [IMG] As you can see we cannot...
You should be able to right click in a folder Create/MegaSplat/MegaSplat Shader
That's something we would also be interested in, since something like a road needs hard edges.
So just single layer and different indexes according to the noise on Color.R? This gives me something like this: [ATTACH]
I am generating procedurally during runtime, remember. As you said yourself, clusters are a editor only feature.
Looks like the issue only happens when i try to blend 2 of your grass textures, maybe because they are too similar? If I use different ones it...
So how would I get it to blend in a slow gradient on a flat terrain (our game is mostly 2D)? EDIT: for some reason I can blend a rockyground and...
I think we might be talking about separate things (or I didn't understand properply): I'm talking about the blend value as in blue of the control...