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Hi, I'm sure this is going to be something dumb, but... I'm trying to get the acceleration of a rigid body using the following code....
Hey, thanks so much for taking the time go go through this so clearly with me. I think I found the root of my problem in the end. Elsewhere in...
Thanks for your reply Edy. I've removed the multiplication with Time.FixedDeltaTime. So the line looks like this....
This is so embarrassing... I know there are lots of posts and tutorials about this, and I thought I understood it, but.... I must be an idiot. I...
You have probably missed one of the curly brackets at the end. When you copy the code make sure copy it all and paste it in its entirety into the...
change line 36 to o.Alpha = two.r; That should use the red channel from your hole texture as the alpha.
Here's a simple shader that will do that for you. Just add it to a new material and assign a gradient texture to it (with an alpha channel.)...
Thanks Invertex, I'm still not sure how I read the color data from the model though, if I can't include the COLOR1 set in appdata. How do I get it...
I have a mesh in Maya which has multiple colour sets [ATTACH] The manual seems to say you can use multiple colour semantics [ATTACH] But when I...
I think I'm lost in colour space again... I'm working on a shader which lerps from a solid colour to a texture. leaf.rgb = lerp(leaf.rgb,...
Ok thanks that explains it. I don't normally define colours in the shader like this, I was just doing it this way to quickly test something....
lol of course
Doesn't sound like you want to lerp, that would create a crossfade effect. If you wanted the circle to grow, you would probably want to scale the...
Hi, In a shader I'm creating green using the line fixed4 green = fixed4(0.0, 0.1, 0,1); In the editor I get the following colour which is...
I put stuff like this in the Vert function. Should work with all render pipelines, versions etc. _DisplaceMap is a noise texture that you read in...
Thanks for your reply. So I tried the things in that thread. I imported a ball/mesh from Maya that was build at the correct scale so I wouldn't...
Although this did fix the issue I'm a bit concerned that this solution might cause other problems down the road. Does anyone have any idea what's...
Reducing the fixed timestep seems to fix these issues.
I have a small sphere collider (which spins ) and a large mesh collider. Both with friction of 1. The ball moves quite fast so it will tunnel if...
Thanks all, that gives me something to work with