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I've modified the default diffuse sprite shader to support normals, but if I've 2 sprites on top of one another the normals appear to stack. When...
A circle collider works fine for me since my character is relatively small and the circle isn't larger than my tile size, but for many other games...
You need to use a Polygon collider for 2D. So you'd need to make a 2D sprite of the collider shape you want, generate a polygon collider for it....
Aha, yup that was it.
To understand what's going on I cast a line across the bottom of the collider. Anything it hits is grounded tested. The reason for this is it's a...
When using RaycastNonAlloc it never returns any results. No matter what I do the results array is empty and the INT return value is always 0....
Why is it there is no 2D capsule collider? The only way it seams I can make one is with 2 circle and 1 square collider, but this significantly...
I want the sprite to explode with each pixel flying outwards. I'm just not sure how to automate the generation of the spritesheet without painting...
I'm not sure how that helps with what I'm wanting. I don't want to explode the sprite in real time. I want to explode it externally into a...
I didn't want to use a particle system, but to explode it into a spiresheet and just be a spritesheet animation. I was hoping there was some sort...
Any suggestions? I'm still not finding a solution for this.
Is anyone aware of a tool that'd explode a sprite into pixels as a sprite sheet animation? I tried Atomizer, but it didn't seam to work and I'd...
It won't loop then. I want it to loop, but I want to to fade from 1 sprite to another.
I've the beginning of the image and the end result of the image (glow intensified). When I animate the 2 images it just flickers back and forth....
Yeah, I noticed direct copy and paste worked, but then I could no longer see the character and if I typed something else it'd disappear. I believe...
Great, your proposal works. Below is the final script. If anyone wants to use it feel free. It basically just replaces the Text type with Text...
How would I go about doing that? Awesome, thanks. Will give that a try when I've time (getting busy here for the holidays!).
Ok, I tried to make it more simple and came up with the following. using System; using System.Collections.Generic; using...
Would it be possible for me to modify the text, call the parent OnFillVBO, then restore the text back? Would this work to avoid having to clone...
Ok, Looks like there is no support for unicode even though documentation says there is. I've wrote the below tiny script that extends the Text...