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So let's say we have a box floating and rotating around freely in space. I have a Vector3, let's say that it has the value of (-1,0,0). We can...
You're right. I though it was working but it was just on that instance that made it look like it was working. I stumbled across this solution on...
Never Mind, I found it when looking through the Quaternion Methods. Quaternion.FromToRotation(myVector, transform.rotation.eulerAngles).eulerAngles;
This was sort of hard to google down because googling only gives very basic guides on how to rotate a transform. In my particular case, I have a...
Managed to get it to work in shader graph! Can't thank you enough. I'm posting a video on this so I'll get back to you so you'll know what you...
You'll have to forgive my ignorance, but I was unable to implement that example you gave on the other post. I tried implementing it in the shader...
Look spot on to what I was looking for, thanks a million!
Thanks! Are there any resources that describes this in a bit more detail?
If I want to get the screen position vector of a mesh to use as UV, but as seen from another camera, how do I do it? Either I intercept the...
I'm wondering if there's any way I can calculate the screen positions by using the position and rotation of another camera than the one that's...
Wow that looks like a nightmare to go trough! Thanks though, I'll see if there's anything relevant there. I absolutely don't mind the inside...
So my current, albeit not very elegant solution would be to first render a transparent (not actually transparent, but setting the "Blend Zero...
At the moment it's flat but I think it's for this case going to be safe to retain this assumption. When you say use, can you elaborate a bit?...
The closest I got was using a shader override by using the "Custom Render Features" from URP. This way I could first render the entire scene...
Yeah sorry, I was extremely tired when I wrote that, after having spent so many nightly hours stuck on this. Here's an image showing what I...
I'm working on a water shader, and I need objects that are only below the surface to be rendered. I'm aware of stencils and have meed significant...
Working on a water shader, I want object to be rendered only when below the surface, i.e. behind a surface stencil mask object. There's plenty of...
Thanks a lot for your kind response! Would you mind elaborating a little bit? Once I get the EntityManager and want to find a specific component,...
So I really like the power of ECS, but still find it extremely cucumbersome to work with, sometimes feeling like it doesn't want you to code. As...