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Thanks again! So that means when "manually reinterpreting" the data as in my UnpackValues() from my last post, it indeed wouldn't matter if I was...
Thanks! I've come across that page before, and after experimenting some more I think I got it working. Though I still feel I'm missing something....
My main problem whenever I'm trying to do packing like this is to understand / find information on the different datatypes and how they behave in...
Thanks! The current data types are a product of my manually storing data into 2 RGBA images in Photoshop for a quick proof of concept to see if...
After a bit more investigation, I now understand more. I figured out that 31744 is the largest value that still shows up and found out that my...
Hi, I want to store data in a texture to use in a custom shader. Specifically I want eight 8bit floating point values per pixel. My plan is to...
I don't really understand what you want to do, but I would advise against trying to do all the Quaternion math yourself, especially since Unity...
It's a bit hard to answer when you don't describe what the problem is (blick isn't an English word, do you mean blink?). I'll assume it's the...
Thanks a lot! :) That's what I assumed as well. HLSL wouldn't be a problem, I actually started with that years ago and just recently got into...
Thanks! I have experimented a bit and came up with this: [IMG] This is using two rope meshes, one from below the handle up and over around both...
Cool, thanks for that @c0d3_m0nk3y, very informative! My understanding is that for the first three suggestions, the mesh would have to be pretty...
Hi, I'm curious about how people would make a pulley system with a rope moving around, specifically the visual part (i.e. not the physics or...
My bad, I realized I copied the wrong packing code into the post, by that point I tried a simpler packing-unpacking pair to see if I could get...
Close, but I have 8 values in total that I want to cram into one Vector4, so 8x Float32 down to 4x Float32 in one Float32[4].
Hi, I'm trying to pack two float values (in one case U and V coordinates in [0..1], in another X and Y in Object Space in [?..?]) into one float,...
Hi, I'm writing custom data into the fourth UV channel of a mesh, specifically a Vector4 with all values between 0 and 1 that is the same for...
Okay, I'm aware that this "solution" is brittle and might not be compatible with other versions, I can live with that. Regarding the...
@jukka_j huh, that's interesting. Can you elaborate on potential unexpected results? So far I haven't noticed anything wrong, but I only...
Well that's a whole lot easier, thank you! Turns out with a .jspre file (for the uninitiated: put it under Plugins/WebGL/ same as .jslib files;...
I may have found a solution, it works with the SimpleWebServer used by Unity (<Editor...