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Yeah, tessellation generates more polygons on the GPU to give the decals more detail and makes it possible for parts of the decal to portrude...
Awesome. :) Consider leaving a review for us on the asset store if you like it!
One more thing regarding this, you could try to change the shader to one that doesn't have tessellation, for example "SkinnedDecals/Parallax" or...
The clipping on the first gif looks as if the decals meshes are moving slightly out of sync with the character and then getting left under the...
You're welcome! Feel free to ask if you run into further problems
Hey, unfortunately I am not familiar with Opsive controller, but this is how I would approach this: Create a script that listens to Opsives...
Ok, thanks for the images! Could you send me your model so I could see if it is something about it that the system doesn't support? You can send...
Hey, that's strange. How the system clips the back side is based on the mesh normals as you know. Couple questions: Does the included demo-scene...
Hey, nice to hear it works out for you! About the the system not registering hits, I am wondering what is the time between those hits?
@tavovallejo Thanks for your interest! You can use any shader, the system itself doesn't require any specific shader on the character. The decals...
Hey, to get around this enable "Combine meshes of same decal type" on the Skinned Decal System -inspector when you create the decals in the editor...
How does DunGen work with the new prefab system? I noticed there are updates related to that, but is it now so that you can define a room using...
New version with the forward rendering compatible shaders has been uploaded to asset store for review!
@Jribs great that it worked out! I will go through the shaders soon and convert them, also will update the package on the asset store with those...
Nice, I hope it works out for you! 1. In the decal inspector there is "Normal clip" which you can set to 0 if you want the decal only be applied...
Yes this is possible. You can generate the decals in the editor, save the resulting skinned meshes to the project and toggle them on/off or load...
I haven't tested so cannot confirm it. If you have high-poly models and want to generate large decals during runtime I think it will be slow with...
I have been reading the documentation and watching some videos about this asset, and overall I am impressed about how comprehensive package it is!...
I did some tests using a model with ~35k vertices (the Guard model from Adam character package). In this test on average (with 20 datapoints) I...
Yes that is it. How it works is that it: takes a snapshot of the vertices in the characters skinned mesh, calculates which vertices are...