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I can only assume that the lack of comment from the developer 'korzen303' implies that that he has no solution. This means that I also cannot use...
Please could I have a response on my problem above. Is there a possibility of a quick fix? A bit of a bummer if not.....I'll have to turn all my...
I have a similar problem as papathor Here are some pics illustrating the problem in my project: [IMG] When I place the white evaporating dish...
How is your progress on uFlex updating to Flex 1.1? Any estimate on release date? I've been attempting a c# wrapper using the Flex 1.1 include...
Can't seem to upload my images from dropbox ? How can I display them? As can be seen, using the 'Image' icon doesn't work...so for now I've just...
This project is the second of my pet projects which I'm porting over to Unity (the first being 'My Surfing Simulation Project.... see thread...
My surfboard now has a driver whom I'm calling TestDummy. Getting TestDummy to perform some paddling animation served as my introduction to...
A better looking wave set, with random positioning and random wave height (within limits!) [MEDIA]
Now that I've sorted out the surrounding water properties and surfboard buoyancy, my focus is once again on perfecting my test surfing wave. I've...
Yes, that is my eventual plan... based on the underlying terrain, the wave will change its shape and break accordingly.
Using a 'GrabPass' I was able to add a little transparency/refraction ... makes all the difference... water passing over the surfboard no longer...
I'm now quite a happy chappy ! :) I've accomplished something that I thought would be a major hurdle...I now have a buoyant surfboard! This is a...
To gain some perspective on wave scale as I progress, I've placed Ethan on the beach... [MEDIA] and Ethan at sea... [MEDIA] A gentle calm sea......
I've fixed the 'random flicker' problem. It actually had nothing to do with the tessellation, but was caused by some clashing values in the code...
A little of this, a little of that, and plenty tweaking! There are a large number of variables involved, so it is difficult to find just the right...
Used my terrain heightmap to provide some depth sensing for the inshore waves. This enabled me to add dynamic foam generation and transparency...
Just replaced my scripted Perlin Noise, with a superfast GPU based Perlin Noise found in the free 'Turbulence Library' resource from Asset Store....
I have now replaced that rectangular block with a recognizable breaking test wave. The wave is completely non-surfable, or, as in surfer lingo "a...
Merged in some Gerstner wave action to provide a base swell. Greatly over-exaggerated in this video clip, but the nice thing is that, because the...
After a rather tedious struggle I've managed to add some realtime perlin noise to the 'water' surface. The perlin noise and its normals are...