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It's easy if the ship doesn't rotate, but I want my ship to rotate on all axes. CharacterController is no good because it always points up, I...
Bro thank you so much.
I turned on "Interpolate" on the rigidbody and that actually stopped the angularVelocity from imparting velocity.
I think it has something to do with the center of mass of the rigidbody because it is a really big and weirdly shaped spaceship, but when I add...
This was just to test some stuff, 0.05 seconds doesn't explain it being several orders of magnitude off and dividing it by the exact time instead...
I've tried a bunch of things but even when I do this: float deltaTime = Time.deltaTime; float dist =...
I tried HDRP but I'm using several custom shaders and I will apparently have to re-write them but it does get rid of that issue on the terrain,...
When I clicked "generate lighting" and jumped into the game, the terrain started flickering crazily, I cleared all the baked lighting data but the...
That works perfectly! Wow dude thanks you are awesome. I'm new to shaders but that seems like the most logical way of doing it, I mean, I would've...
I turned ZWrite back on and removed the +500 from the transparent queue but now it's back to how it was before. Since I don;t have a pic to show...
Thank you well it looks a little better now but there is a new problem where some of the faces that are behind other faces render in front of...
When I look through a transparent shader I wrote with the help of a tutorial, sometimes other things using that same shader cannot be seen. Is...
rjakob13 had the best idea by far, you all just didn't take the time to read it lol or his implementation was more complicated than it needed to...
I want a buffer of structs like this: struct Chunk { int voxels[16 * 16 * 16]; bool empty; }; RWStructuredBuffer<Chunk> ChunksData; It...
YES, there is a way to do this I just found out! Graphics.DrawMesh() lets you draw meshes without having to use GameObjects Unity - Scripting API:...
I am using a compute shader to render to a render texture and I put it in a material on a raw image in the UI canvas. It is a voxel ray tracer, so...
It works! Thank you so much! Another problem I have is I generate all the chunk data on another thread, but I need to draw the mesh on the main...
No I haven't! lol I will try that thank you.
I moved every possible thing into 3 separate threads, but the main thread is still very slow and looking at the profiler, the main cause is...
Ok ya and I think I'm just going for too big of a render distance, if I increase the size of the chunks and decrease the render distance it...