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Bump? Any ideas?
What I used to do was attach a script to the camera which creates an empty gameobject and, in update, sets the position like ppTransform.position...
I tweaked your project a bit, works now. Obviously it's not perfect code - it by no means reflects best practices, other than lazy instantiation...
You're binding it to a register in the shader, right? Like so: uniform RWStructuredBuffer<float> buffer : register(u1);
I'm voxelizing a scene on the GPU similarly to nvidia's article and writing it to an RWStructuredBuffer<float4>. It was working all fine and...
From what I understand, what I'm doing now is kind of the same concept as a PID controller (unless I'm misunderstanding what a PID controller...
I'm trying to set up a physics-based "smart" flight system where you give a desired velocity and angular velocity and it uses its thrusters to...
Good to hear! Thanks for replying so quick.
If I might ask, what's the status on 1.2 for Unity?
I bought this while it was on sale last week, pretty freaking awesome stuff so far! I was wondering if you would consider implementing reflective...
Since you seem to pay attention to this thread while completely neglecting your other product,...
It's coming up on two months since I asked my question, without a single word from the developer. This is literally the worst support I've had on...
I'll double check, but I'm about 80% sure that neither the navigator nor target were outside of the grid, and I had a grid position component on...
Any response to my previous question? Seeing as it's been two weeks, and it hasn't worked in any way, shape, or form in a new project or an...
Hey, I bought this off of the asset store yesterday. Haven't had much of a chance to play with it yet, but from the little that I have it seems...
Just imported the project to the default directories and started implementing it into my AI system. Whenever there's a grid assigned,...